*** Prim3D has run out of cache space for rectangles ***
this sounds like a warning rather than an actual error, probably just means it has to go to disk more often and wil run slower
*** Pool's Allocated Space has been used up. new / delete is being used as a fallback. ***
this seems to be something similar to the first message
c:\gs\entrenchment\CodeSource\GS\Player\PlayerOrbitBodyInfo.cpp(170): assert! [squad != 0]
i've checked and rechecked, but this seems to be related to an issue with fighters being availble but no command points being assigned to the ship?
c:\gs\entrenchment\CodeSource\Engine\DataStructures\DynamicVector.h(172): assert! [i >= 0]
this is the message that almost always heralds a minidump, I believe this is a hardcode being hit. Though it also may be because of rogue effects and abilities.
can anyone from IronClad give us a little explaination on these errors (since they do not reference the entity or type that is causing the error, it would be great if the entity name was passed to the assertion and logged so we can find the offending entity quicker)