What actually fails is processing the mod when unitsync does this:
var mod = new Mod(ae)
{
UnitDefs = GetUnitList().Select(ui => new UnitInfo(ui.Name, ui.FullName)).ToArray(),
StartUnits = new SerializableDictionary<string, string>(GetStartUnits(out sides)),
Sides = sides,
Options = GetModOptions().ToArray(),
SideIcons = GetSideIcons(sides).ToArray(),
ModAis = GetAis().Where(ai => ai.IsLuaAi).ToArray()
};
There is a native exception in C++ code thats why it is able to crash the server.