I am not saying this is the case in this instance but everyone should be aware that the AI script limit of nearing 200 if exceeded will not necessarily show up in test run in editor - but will cause a compiled game to return such a runtime error message and the game will fail to run.
Just so everyone knows whats in store for them.
Remeber that this can impact on your games even if you dont use many scripts in your game - its relative to how many scripts reside in the scripts folders and is not level or game specific.
You need be careful when creating or adding new scripts and dont do so unecessarily. This can limit for instance the number of additional entities with AI scripts you add to FPSC from any source including purchased model packs and alike.
Personally I cant buy the latest TGC model pack or any other packs as that would take my script numbers over the max if I installed the to FPSC folders.
If you exceed the AI script limit then just deleting any unused/unecessary ones from the scripts folders will let the game run again if recompiled.
The map object limit can cause segment numbers to return a runtime error too but that usually shows at test run in editor. You need a fairly complex map to exceed this limit but its still easily exceeded in the FPSC world size we currently have if you use a lot of different segment types. Its not the number of segment polys that matter but the numer of differing segment types it seems. FPSC will only allow a certain number to be loaded to the library. Again deleting any unused segments from the folders and thus library will let the game run again.
One word of warning - always be careful what you delete if anything and make sure you got backups first.