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1
Builds / Re: Normal difficulty - PK with heavy armor build?
« on: April 28, 2025, 08:09:15 pm »
You're welcome, if you have more questions you can always dm me here and if you have Discord you could send me your id too

2
Builds / Re: Normal difficulty - PK with heavy armor build?
« on: April 28, 2025, 06:51:55 pm »
I'm not an expert at anything other than shotgun and I only played it once but I can answer a couple of those questions
For your psi needs Eidein made a good guide, it's a little outdated but still works
https://stygiansoftware.com/forums/index.php?topic=8972.0
Metal armor and Psi don't really gel together because there are much better armors that give amazing bonuses, like a Tac Vest made with the shell of a psi beetle decreasing psi cost and increasing psi skill, or other unique armor giving all kinds of bonuses. You also won't have many stat points to invest in Str to wear it so I don't recommend it.
If you really want to try Metal armor I'd say look at weapons thay already need Str and put more points in it, like shotgun, Assault rifle, grenade launcher, LMGs and Miniguns. I don't recommend playing a metal armor melee, ranged weapons can get away with it because they don't have to move to every enemy to actually do damage.
The only armor related feat that I have experience is Juggernaut which is very good, armor sloping is weird as it goes directly against making juggernaut work but I vaguely remember some combination or armor plates that makes juggernaut work and still have good defences and low armor penalty so you have a couple of MP.
Having thicc skull is actually worse than not having it, there are a couple of enemies that can stun you and are a threat when they do but if you're full metal armor with lots of health you should be able to survive the stun(with good positioning so you dom't get surrounded) and be immune to other stuns for a couple of turns. With thicc skull you'll be dazed instead which lowers your AP and depending on the weapon your damage lowers significantly, so surviving the stun and being able to act afterwards is preferred. And Bullhead also exists if you want to avoid stuns anyway.
Crafting is always good, especially for those items that you can't get otherwise. You can finish the game with only unique gear but I wouldn't recommend it for your first run as you would need to know where to find the items and build around them.
Armor penalty lowering dodge/evasion makes the two basically mutually exclusive, higher level enemies hit more often because they compare their weapon skill agaisnt your dodge/evasion which ia going to be higher.
Conditioning is good with high Con, I'm guessing you're talking about Force user? Is yes it is good for that Psi school, body weight training looks to me like a meme, 10% won't make that much of a difference.
Tranquility and psychosis completelt change the way you play, both have their pro and cons but I'm not an expert, but I know that each pairs better with different Psi schools, the guide by Eidein is good for that.
Health hypos and bandages are all you get at lower levels, later on you get better hypos and the option to use a Regen vest when crafting a Tac Vest and 1 regen drug but that's it.
My recommendation first of all is to read that guide, don't use metal armor with Psi, I'm guessing that you're maxing all 4 schools which can work but I don't recommend since you're limited by innervation slots, focus on 2 schools like the many examples in the guide

3
Builds / Re: Normal difficulty, Shotgun build + time build
« on: April 27, 2025, 08:42:11 pm »
It's fine about the cone it won't really matter unless they're all bunched up unlike AR and yes, it's a little rough early game when you have 2 shots per turn but it gets better with levels

4
Builds / Re: Normal difficulty, Shotgun build + time build
« on: April 27, 2025, 03:00:24 pm »
I'm looking at the lvl 30 and I'm already seeing some big mistakes, for example you put too much in lockpicking and hacking, what you need is the number in parenthesis not the skills points invested, or some wrong feats like Tricky Trajectory  which only works with grenade launchers, not hand thrown grenades.
This is what I would do given your desires:
lvl 1
https://underrail.info/build/?AQUGCAUIAwUPAA8AAAAPAA8PAAAPDwAAAAAAAAAAAA85JN-8
lvl 30
https://underrail.info/build/?HgUGCgUMAwXCoABFAAAowqAAX1QAAGjChzFNfAAAAEYAAFMrOSTCsBbClh5Hwo9BGcKHJsKQwpjCtcKkMeKgigXip5YF4rewBd-8
Main points to note:
put the first 2 stat point into AGI for blitz, put the rest in PER for damage
it needs 3 items to meet the lockpicking/hacking/mercantile thresholds, jackknife(lockpicking) which you find very early during the GMS compound quest, huxkey(lock and hacking) which I recommend you spoil how to get as it can be missed in a long quest chain, Large waist pack(mercantile) which you can find in the world as random loot or from merchants.
No need for drugs(drug really, there's only one that boosts INT which boosts crafting) or food to boost crafting but you do need the benches to reach the hypothetical 160 quality of all components for the gear you should wear (mechanics, electronics and tailoring), chemistry to craft tier 3 incendiary which you could boost to 69 with benches to craft grenades tier 4 or even put points into it to reach normally, 90 biology to craft the best health hypos but this could be lowered(not recommended) maximum to 45 as you can't buy Focus Stims
The build has 30 free points which you could use if you don't want to spoil the huxkey and you miss it, if you find it you could put them in throwing but it doesn't really matter.
Equipment is the same recommended from my build, maybe going for the double shotguns in hand so you don't even have to reload.
I skipped dodge and put lots of tools to deal with melee, kneecap shot makes metal armor enemies basically immobile and other enemies will have a hard time reaching you, uncanny dodge  can be used to al least evade a sledgehammer to the face for one turn(vs knife it's going to be a little harder but better than nothing).
80 effective throwing so you don't miss when throwing 4 tiles away which is enough so you aren't in the range of the grenade
skipped Traps, you only need it to disarm them which is not needed and with high PER you'll still spot all of them on normal and because we're short on points
couldn't fit persuasion but with some reshuffling you could use it for some checks but might as well skip it entirely
Mercantile you only need 105 effective to unlock the best tier of merchandise from a very late game merchant, the higher points in the DLC are only need to get more money from some things or lower the price of jet skis but you'll be swimming in money

5
Builds / Re: Normal difficulty, Shotgun build + time build
« on: April 26, 2025, 08:58:17 am »
If you don't want to use stealth then I would consider getting at least evasion + nimble or getting metal armor and skipping nimble or your f9 will suffer, but be careful if you use metal armor as hit and run works off of you max MP and high armor penanlty means you have no base MP which means you'll have to remember to use sprint(which increases max MP) before you start shooting or you'll be a sitting duck.
I wouldn't put points into trap if you only plan on using the base bear trap and using corners,
Blitz if you can get the full AP is one more, which is one more dead enemy(hopefully), without stealth it's going to be a little harder to juggle your MP to maximize it as you would need to use them to get to the enemy.
Basically the normal encounter resolution for the stealth version would be:
approach unseen right near an enemy for barrel stare, sprint + contraction then blitz for 2 more shots(or Contraction plus the MP from Hit and Run+ 2 spec points if you want to keep Sprint to reposition), kill the enemy in front of you and get MP from Hit and Run, move to another enemy, kill, repeat. With so many attacks that first turn there's very few places where you aren't done but if that happens you have statis or 1000 MP to reposition.
Without stealth, with low armor penalty you could do the same thanks to the natural MP you have and 1 of the many other tools you have. with metal armor you probably have to wait around a corner or you won't have enough MP.
I love blitz for this build, one more attack is a lot for a weapon that uses so much AP but if you don't want to bother with the MP juggling you'll have to live with the decrease in damage and you can decrease AGI to 7, but if you do get it put the first 2 point into AGI so you can have it as soon as possible.
Skill minmaxing is an art, a very painful art, you could check destroyor's guide on steam
https://steamcommunity.com/sharedfiles/filedetails/?id=843557165
the Skill check thresholds has values for the non-crafting skills so you don't overshoot, and if not the drugs you should consider at least the most common equipment that boosts those skills(not the specific faction equipment).
For crafting it is different, you don't have enough skill points to do everything, that's why everyone has the benches in mind by default + food and drugs, I managed to get enough without the food + drugs boosts but that's because I didn't use dodge/evasion

6
Builds / Re: Normal difficulty, Shotgun build + time build
« on: April 25, 2025, 10:08:40 pm »
Stealth is not "important", since you haven't played through the full game having the option of knowing what you're up against when exploring would make the game less frustrating, but if you don't like it you could instead put some points into con so you won't be gunned down as easily, maybe even forego some damage with the crit chance armor I'd wear and wear heavier armor, maybe even go for metal armor, that would require some stat reshuffling but it's an option. Only gear boosts plus a cloaking device if needed is enough to stealth from a lot of enemies on normal so it's still an option.
I would skip it because you can buy mark 4 and because I don't like them, but if you want you can use them earlier. I'm just min max oriented so I don't want to put points into things I won't use.
Be careful about uncanny dodge, only 2 attacks at the minimun requirements means all the actions from a sledgehammer enemy but only 2 out of the many attacks from an enemy with a knife which makes it kinda pointless.
Using bear traps effectively requires a bit of meta knowledge that I can share:
all enemies will try to get to you in the shortest path to you,
enemies will not walk over fire or acid, I don't remember exactly but I think if they're immune to either of those they will walk over them, for example acid dogs walking over the vomit they just launched at you
animals are dumb and will walk over traps so you can put one between you and them and trigger it easily
humans are different, they all have their own detection stat which will check against your traps skill so even if you can use a simple bear trap with 0 skill they will detect it and walk around it, if you're in stealth and they detect it they'll even walk to it and disarm it which  could be useless to lure people. But there's a trick, if you put a bear trap right around a corner they'll try to path to you using the shortest distance and because they couldn't detect the trap before they turned the corner they'll walk right into it, once again line of sight is king.

7
Builds / Re: Normal difficulty, Shotgun build + time build
« on: April 25, 2025, 12:12:27 pm »
Might I suggest you read my guide  ;D
https://stygiansoftware.com/forums/index.php?topic=8725.0
It's a little old and I should probably update it with different feats but it gives a general idea
and also read peet's guide
https://stygiansoftware.com/forums/index.php?topic=8908.0

And about your questions
Grenadier is very good, so good that you could clear normal with just that and high tier grenades, I almost stopped using them after early game because I find them boring but the flashbang cooldown reduction is still very useful for longer fights
Gun Nut is meh, 15% upper range is very small as it will average out anyway, might as well choose something else or an utility feat
Dodge/Evasion is all or nothing, you could max one both or none, but I think evasion is better for all the ranged enemies in the game and because a simple bear trap will stop melee. And yes, not getting hit in the first place because the enemy is dead or hiding behind a corner makes them useless, you max them for the situations where you can't do those things. Small exception would be 40 dodge for Escape artist.
Stealth is a gamechanger, scouting ahead, starting combat on your terms and simply deleting an enemy before it even starts or avoid the fight entirely instead of having to shoot everything in the game. You don't even need to max it, 100 effective with skills points + gear boosts is enough to stealth past everything in the game.
Crafting, oh boy. Putting a lot of points early game in crafting means you're not putting them in skills you probably want more but some points are still very useful, I just think you need to change your priorities. First of all, almost every build can get by with uniques and scavenged gear until you have enough crafting to make something better but shotgun(and AR from the top of my head) want a crafted gun as soon as possible, so Mechanics early to make a Forward Grip shotgun I feel is mandatory(and to make repair kits), with 20ap per attack you can now shoot 3 times with adrenaline or Contraction and still have enough AP to use other drugs or reload depending on your belt. A little bit of Electronics early can get you a Taser by getting a very low quality Electroshock Generator from Old Jonas and a core from Ezra but you won't need much. You're playing normal so Chemistry can be delayed and the tier 2 grenades from the merchants are enough to clear Depot A and after that you can buy higher tiers from other merchants, even tier 4 from a couple of them. The real goal would be tier 5 but getting there is much farther than early game, as I said before I don't use many damage grenade after the early game(because I play dominating) and I usually stop at 60 to make tier 3 incendiary, I would see if you have spares after you put points into everything else but it's up to you. Biology is simple, just enough for the drugs you want but remember to get enough for toxic gas grenades by the time you're fully exploring Foundry, you'll thank me later. Tailoring(other than 50 points for repair kits) can be delayed for quite a while(even for the repair kits), finding a decent Tactical Vest is easy and crafting your endgame armor is a long term goal.
Persuasion is completely up to you, it's mostly to skip some fights, easier ways to finish some quests and RP situations.
What I'm not seeing is mercantile, probably the most important skill in the game(change my mind). The expanded merchant inventories is what gets you higher tier grenades earlier and the endgame components for your final gear and the lower prices are a good bonus.

8
Builds / Re: Glass cannon Regular Shotgun [Dominating]
« on: August 24, 2022, 12:44:16 am »
Fixed some typos and added some sort of leveling guide, I guess the guide is offically complete.

9
Builds / Re: Glass cannon Regular Shotgun [Dominating]
« on: June 13, 2022, 02:55:55 am »
Here's a quick and dirty leveling guide

Level 1:
https://underrail.info/build/?AQUGCAMIAwcPDwAAAAAPDw8AAAAAAAAAAA8AAA8ADyQ5378
Very basic, points in all the skills you use that early. I put points in Psychokinesis early so that at level 4 you can get Electrokinesis.

Level 4:
https://underrail.info/build/?BAUGCQMIAwceHgAAAAAeHh4AAAAAAAAAAB4AAB4AHiQ5wrAWK9-_
Just maxing what you already have, Electrokinesis is now available so use it whenever possible

Level 8:
https://underrail.info/build/?CAUGCgMIAwcyMgAAAAAyMjIAAAAAAAAAAC0ABTIAMiQ5wrAWKyrClt-_
Still maxing, also started putting points in Temporal Manipulation for later

Level 12:
https://underrail.info/build/?DAUGCgMJAwdGRgAAAAAyRkYAAAIAAAAAAC0AN0YAOiQ5wrAWKyrClh5H378
Mercantile reached what we want so we can use the points to get 55 Temporal Manipulation and start using Contraction, you get really lucky and find Stasis early you can put 70 points and use that aswell

Level 16:
https://underrail.info/build/?EAUGCgMKAwdaRgAAAAA8TE0AAEQAEA8AAC0AN1oAOiQ5wrAWKyrClh5Hwo8Z4rewAd-_
Stealth is fine as it is, you'll have a lot of bonus with the right gear, also started putting points in crafting which you can do earlier to have an easier time with repair kits, biology and chemistry for gas grenades to cheese The Beast fight. Same thing as above with stasis.

Level 20:
https://underrail.info/build/?FAUGCgMLAwduRgAAAAA8TE0AAFItKjMAAC0ARl4AOiQ5wrAWKyrClh5Hwo8ZJsKH4rewBd-_
Now crafting really starts to open up. I recommend maxing Mechanics first so that you can craft your endgame shotties but if you're unlucky you can always delay it and put the points in electronics for better energy shields. With the benches you can start crafting Napalm incendiary grenades, 70 biology for Focus Stim and Hypercerebrix.

Level 24:
https://underrail.info/build/?GAUGCgMMAwfCgkYAAAAARkxNAABSRCozawAtAEZeADokOcKwFisqwpYeR8KPGSbCh8KYwpDioIoC4qK0AuK3sAXfvw
You now have all the tools you need, I maxed tailoring second because I got lucky and could craft my endgame armor, if you don't want to do it just yet put the points in electronics for better shields. You should be able to figure out what you want to max next, I recommend finishing the crafting skills before the Deep Caverns but Biology could wait until you have supersoldier drug. Now it's also a good time to start putting some more points in stealth.

For the level 30 check the sample build.

I also doubt I'll play this build again so anyone is free to provide screenshots.

10
Builds / Glass cannon Regular Shotgun [Dominating]
« on: June 13, 2022, 02:51:07 am »
Have you ever wanted to oneshot someone with just one shell?
What about 5 times in a turn?
Welcome to the ultimate shotgun guide!
results may vary, we hold no accountability for the loss of limbs, life or the F9 key

Core Stats
STR     5
DEX     5
AGI     10
CON     3
PER     11
WILL    3
INT     6

5 points leftover, options will be discussed in the Feats and Specializations sections

Core Skills
Guns: max every level
Throwing: 80 effective for 4 tiles range or 123 effective for 10 tiles range at max precision

Stealth: 100 base points could be more, could be less, it's the first skill I would take points from, it really depends on you and how many more skills you want to invest in but all the benefits of stealth are too good to pass
Hacking: 105 effective, pass every worthwhile check, Gear section for more info
Lockpicking: 98 effective, same as above

Some notes about crafting to understand my choices:
1) The crafting benches bonus comes after the values shown, and will put the intended max in ( ).
2) The max values also have some items in mind, check Gear section
3) I calculated them with 160 quality components at max in mind, grinding for higher is too time consuming but if you do find some just use hypercerebrix to get higher values

Mechanics: 102 (128) effective to craft your sweet sweet boomstick of doom, also known as shotgun
Electronics: 136 (167) effective to craft an energy shield with 2 modulators
Chemistry: 60 (69) effective to craft Mk IV grenades, MK V aren't worth all the investment
Biology: this depends if you want to craft supersoldier drug and regen mixture in DC so 130 or 115 effective, without benches, but 90 effective is good enough for super health hypos. It could be even less depending on what drugs you want to use or if you want to use the benches. Get at least enough for Focus Stims if nothing else.
Tailoring: 134 (154) effective to craft leather armor

Psychokinesis: 45 base for Electrokinesis and Electrokinetic Imprint
Temporal Manipulation: 70 base for LTI, Contraction and Statis

Persuasion: you could potentially never use it and be fine but I find the RP value, as little as it is, and being able to skip things or make some thing easier too usefull to pass, check the wiki for your preferred threshold. I personally find a certain encounter in DC where you can just make an enemy stop and skip a fight too funny not to see it everytime. For that, 90 effective while bringing boots and leather armor made from heartbreaker, or 95 effective with a White Dude is enough.
Mercantile: 105 effective is almost mandatory for any build that wants to craft

Feats

Core
Sprint: gotta go fast, position is king with shotguns, also helps with blitz, check How To Play section
Sixth Shell: the damage is simply amazing, take it as early as you can
Premeditation: free stun with both psychokinesis abilities, also helps with psi cost
Leading Shot: those pesky evasive people thought they were safe from my shells, they were wrong
Kneecap Shot: melee characters are now walking sacks of sadness, also procs opportunist
Blitz: 20 ap is another shot, which is very good
Barrel Stare: great damage boost. Now you might be thinking: "Both leading shot and barrel stare? Are you dumb?" and the answer would be yes, but you can always choose to stand close to someone and get the boost if they aren't evasive, especially those heavy armor guys, and if you aren't , sure all those movement points help. Also shots from stealth ignore evasion, since they're suprised, while stunned/incapacitated targets have theirs disabled. Walking to the most evasive pipeworker in stealth and blasting him to kingdom come is always a treat
Hit and Run: as I said earlier, position is king and being able to waltz through a map while also killing everything that moves is great, also helps with Blitz, check How To Play section
Psycho-Temporal Acceleration: Contraction is now a bonus shot, need I say more?
Fragmented Chaos: this build is all about crit, so those crits hurting more is good
Pellet Mayhem: more crit is always good
Increased Perception: you start with 9 PER which is potentially enough but you need 11 for the next feat
Scrutinous: crit good, lots of crit gooder

Optional
Nimble: no armor penalty with the intended endgame armor so you can run even farther with all those mp points, also stealth
Opportunist: damage boosts are always nice, it's also easy to proc with kneecap shot, your psi stuns, flashbangs, stingball grenades or the almighty taser
Blindsiding: another damage boost, very good. Less good in extended fights
Recklessness: more crit good, but it's very little and there are much better feats to take before this, maybe at level 30 to max those hilarious people erasing shots

Optional Stats
Grenadier: 6 DEX very much recommended but still optional, flashbangs and incendiary grenades are great, using them even more often is even better
Escape Artist: 7 DEX and 30 dodge, helps with the natives, mutaded dogs and anyone that likes to use nets. Nothing that a good shell to face before they even realize you're there can't fix
Expert Sprint: 13 AGI, 10 ap means an extra shot but it comes so late that you might not even need it
Skinner/Gun Nut: 7 INT I don't like them, the bonuses are so minor I don't think they're worthwhile but they're here if you don't like anything else

If you don't want any of these you could just put all the excess Stat points in PER and go guns blazing without a care in the world about yourself or your F9 key, or put them in CON so you don't die from a sneeze in your general direction

Specialization

Sixth Shell: 5 points as soon as you get them, there's never too much damage
Hit and Run: 2 points, can put them at any time, they allow a simple strategy with Contraction, check How to Play section
Premeditation: 2 in cooldown so you can use it more in extended fights, which is almost always if you use Statis
And now for a little tangent that ia honestly kinda dumb and overcomplicates things:
Let's say that for some reason you want to use Electrokinesis, Contraction and Statis in the same turn, which will probably be most fights, without using a Psi Booster, which is dumb but hear me out, you would need, if my calculations are correct:
6 INT ,so you can get Philosophy 2 with Hypercerebrix, and 4 points in Premeditation psi cost for exactly 110 psi points
OR
7 INT, same as above but for Philosophy 3, and only 2 points in Premeditation psi cost
OR do neither like a normal person, read not me, and use a doctor's pouch
Leading Shot: I honestly don't know how much of a difference it makes since I maxed it second while playing a beta version of this build, put the leftovers here or anywhere else you like

Gear

Small note about shells: 20p against anything that doesn't have armor and 6p against armor. 12p are meh, 3p have their uses against extremely tanky targets like crabs, strongmen and nagas but are heavy and merchants rarely have them, 6p is still enough even against those.

Combat
Shotgun: Vindicator, Short Barrel, Forward Grip. 20 AP shots while also maxing damage, will melt people
Head Slot: Seeker Googles, you absolutely love more crit and this gives a lot. You could aldo make them night vision, which I recommend, for better accuracy in darker areas
Armor Slot: Infused Rathound leather, Black Cloth, Soft Foam Padding leather armor. Even more crit with a good chunk of stealth, very nice
Boots Slot: Infused Pig(look up Fatso for highest quality) leather, Boot Spring, any padding(I used Galvanic Foam Padding which when combined with a certain armor from the DLC makes you immune to electrical damage) leather boots. Extra carry capacity and huge MP bonus is great for general use but remember the stealth malus, I had so many goofs because I kept forgetting them
Belt: the saner options would be a doctor's pouch but a shell strap belt is still an option since you shoot so many times each turn
Energy Shield: There are so many combinations  and since they're very light I would definitely bring more than one. High/High efficient against bullets, Low/Low efficient against melee and crossbows(Another option would be to use a low quality, 50 or less, Circular Wave Amplifier to better resist crossbows, as those are the bane of any glass cannon), or any combination of the two plus Medium
Combat Utilities:All the grenades have their uses, tasers are simply godlike(lowest quality Electroshock Generator, usually from Old Jonas, will get you more uses and still stun, but remember that it needs to di damage in order to stun so be careful about people with higher electricity resist).

Crafting and Subterfuge
Stealth Gear: all the usual stuff from black cloth, balaclava, tabi boots and a cloaking device
Hacking and Lockpicking: Huxkey, Jackknife and Lemurian Engineer Suit to reach those 130 thresholds
Biology: Bioinvestigative Belt to free 15 points and having better health hypos, but it's entirely optional and you could choose any of the other Institute belts or none at all
Mercantile: The new Large Waist Pack adds 15 points to use elsewhere
Crafting: Once again the Lemurian Engineer Suit for mechanics and electronics
There are a couple more items that increase those skills but I didn't want to juggle so many and tried keeping it at minimun

How To Play

Your ideal turn would be, get close to someone and shoot them point blank from stealth, MP from Hit and Run, Contraction, blitz and adrenaline for more shots, Premeditation Electrokinesis the most annoying enemy before or after your first shot and just unload on anything that moves. Sprint at any point, after blitz, to reposition if you can hit multiple enemies, if you have Expert Sprint the same strategy applies with the only difference being 1 more shot. Be careful about AP if there are a lot of enemies so you can reload or grenade then Statis, unless you didn't already use Premed. After Statis is over you can clean up.

Maximizing Blitz:
Contraction + Sprint will get you 60 MP, you will probably do this a lot, but as soon as you get 2 spec points in Hit and Run you can now kill an enemy to get 31 MP, then use Contraction and have 60 MP while also having Sprint to reposition if needed

Sample Build
https://underrail.info/build/?HgUGCgMMAwfCoHEAAAAAwqBMTQAAUm0qV2sALQBGXgA6OSTCsBYrKsKWHkfCjxkmwofCmMKQwrXCpDHCneKgigLiorQC4qK1AuKzrATit7AF378

11
Bugs / Zone Transition error
« on: September 28, 2021, 03:58:53 pm »
I can't load the zone right before the cave where hugo is held by bandits

Game Version: 1.1.4.5
Error: System.Exception: Failed to load locale 'LU-B26 - Lower Underrail'. ---> System.IO.InvalidDataException: Impossibile costruire una struttura ad albero Huffman utilizzando la matrice delle lunghezze. Il flusso potrebbe essere danneggiato.
   in System.IO.Compression.HuffmanTree.CreateTable()
   in System.IO.Compression.HuffmanTree..ctor(Byte[] codeLengths)
   in System.IO.Compression.Inflater.DecodeDynamicBlockHeader()
   in System.IO.Compression.Inflater.Decode()
   in System.IO.Compression.Inflater.Inflate(Byte[] bytes, Int32 offset, Int32 length)
   in System.IO.Compression.DeflateStream.Read(Byte[] array, Int32 offset, Int32 count)
   in System.IO.Compression.GZipStream.Read(Byte[] array, Int32 offset, Int32 count)
   in d8x.DeserializeFromBinaryCompressed[T](Stream stream, SerializationBinder binder, Boolean tryToRetrieveDataModelVersion)
   in b2x.GetItemCompressed[T](String name, Boolean throwOnMissing)
   in bew.a(String A_0, da6& A_1)
   in bew.wm(a80 A_0, Boolean A_1)
   --- Fine della traccia dello stack dell'eccezione interna ---
   in dgy.LogAndThrow[T](Exception innerException, LogSeverity severity, String message, Object[] messageArgs)
   in bew.wm(a80 A_0, Boolean A_1)
   in drr.apj(Boolean A_0, Boolean A_1)
   in eiv.bv(eot A_0)
   in blw.d(eot A_0)
   in bzr.a(eot A_0)
   in bzr.b(eot A_0)
   in bzr.ack(eot A_0)
   in blw.f(eot A_0)

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