Sadly I have no idea how to reproduce this, but since I never ran into this message bfore, I thought I'd post it nevertheless:
megaglest v3.7.1
Compiled using: GNUC: 40403 [64bit] on: Nov 23 2012 00:00:58 platform: Linux-X64 endianness: little
SVN: [Rev: 3948] - using STREFLOP [SSE] - [no-denormals]
radeon: Acquired Hyper-Z.
[2013-02-11 21:45:46] *ERROR* In [game.cpp::update Line: 1790] Error [Trying to move unit [100235 - worker] into occupied cell [x [32] y [102]] and field = 0, unit already in cell [100229 - worker]
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xb18eae] line: 237
./megaglest:Glest::Game::Map::putUnitCellsPrivate(Glest::Game::Unit*, Shared::Graphics::Vec2<int> const&, Glest::Game::UnitType const*, bool)address [0xa5a77c] line: 1336
./megaglest:Glest::Game::Map::putUnitCells(Glest::Game::Unit*, Shared::Graphics::Vec2<int> const&, bool)address [0xa5ad7c] line: 1262
./megaglest:Glest::Game::World::moveUnitCells(Glest::Game::Unit*)address [0xa1b914] line: 776
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0xa43d8c] line: 259
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0xa1c2d6] line: 471
./megaglest:Glest::Game::World::update()address [0xa2a36d] line: 569
./megaglest:Glest::Game::Game::update()address [0x642d1c] line: 1544
./megaglest:Glest::Game::Program::loopWorker()address [0x776493] line: 434
./megaglest:Glest::Game::glestMain(int, char**)address [0x768ff6] line: 4793
./megaglest:Glest::Game::glestMainWrapper(int, char**)address [0x76c703] line: 4973
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f59f4cae76d] line: 0
./megaglest() [0x5db3e9]address [0x5db3e9]
]
radeon: Released Hyper-Z.
I received this error message when I was playing a game hosted on one of Treba's engineer headless servers on the Five On Three map, playing with three other humans (supposedly all using 3.7.1 on various platforms, located in europe and south america), against three mega CPUs. All other players also received an error message (I was not able to get feedback on which message they received exactly "these messages are too long so I don't read them") at the same time I received mine, so the server seems to have failed.