reproducable crash whenever russia tries to build a p59, rev 626, running a new flavor w/ patch
Yeah, a new flavor crashes for me too. I stopped using it.

reproducable crash whenever russia tries to build a p59, rev 626, running a new flavor w/ patch
I have a couple of bugs to report:
1) Regarding the unfair trade with AI bug that a lot of people including myself have been experiencing, I have uploaded a save where this kind of trade can be produced 100% of the time. In the BadTradeRoosevelt save, try offering Roosevelt apples and choose the "what will you give me for this" option; see all the disproportionate stuff he offers in return.
Doing this should be help trace the logic of what the AI is thinking when trading for the apples.
2) In a game I was playing, I have been making changes to the RouteInfos XML file and have been reverting those changes back and forth several times, reloading the assets over and over into my existing game. Despite my modifications in the RouteInfos XML file, after a certain point the game does not take into account the values in the XML file. Its as if every time I reload the XML into this existing game, movement along roads get appended to all units regardless.
At this point all units can move further than they would using a jumplane. There needs to be a way to "reset" all movement points, and read them from the XML. Its as if the movement points just get appended to an existing in game variable everytime the game reloads the assets. If you load this game "RouteInfosXML_Ignored" file, you will see that your RouteInfos XML will be ignored and units can move almost unlimited distances. Unfortunately I have had to abandon this game as its unplayable.
Perhaps identifying the issue here could also point us in the right direction of the AI being able to use roads as well. I am speculating that the key to this is finding the variable that stores movement points in game and flushing / resetting it every so often. Would really appreciate help on this.
Importing C2C code sounds like a good idea and might solve this problem; after all you might as well keep trying this strategy as long as this bug continues to remain elusive. Will be looking forward to the updates!45°38'N-13°47'E;12408658 said:I still haven't had time to check your saves but as you know I'm currently busy into a major AND2-C2C merge which should solve at least some of the problems. I'm uploading now some of the changes, which include smarter AI behaviour (both in war and trade). I've also imported C2C totally new pathing system but it looks like the route bug is always there (I've only done a couple of quick tests); it looks really odd to me that this bug isn't there in C2C as well, as the dll is very similar especially after my merge. I still have to import code from C2C so the problem could be solved in the next revision. I'll have a look at the save you've attached (and thank you for testing this problem so thoroughly), and I'll try myself what you've already tried. I sincerly hope to find a solution because this thing is really starting to annoy me.![]()
I had the same problem with not being able to find religion thingy. With couple of hours of frustration trying to find out what's going on, I noticed that since latest revision (635 is it?), Divine Prophets option is auto turned on. When I disabled it, I was able to find religions again. Although, you can't disable it by normal means, you have to meddle with XML files.
I deleted the cache folder (the one in AppData\Local\My Games\Beyond the Sword) but to no avail. If I am not mistaken, Divine Prophets option should give you a Divine Prophet unit when you research certain techs (like Polytheism, Dualism etc.) and then you can decide if you want to find new religion or use it for something else. When I complete researching such tech, nothing happens. Also, what I did was, editing XML file so I can tick if I want Divine Prophets on or off when starting custom game45°38'N-13°47'E;12428051 said:That's because you didn't clear your cache. Divine Prophets options is hidden and turned off by default. It was on in your case just because you've played with an earlier version before, without clearing the cache.
Anyway in the latest revision all religious options should work. Just remember that for a few weeks still, everything will be a work in progress.
Couldn't we completely remove all code dealing with Divine Prophets? I think that happened once before, and I don't recall it being so deeply embedded that it wouldn't be possible to excise.
still trying to add some additional soundtracks,...added the titles and filenames to AudioDefines.xml, created the the scripts in Audio2dScripts.xml, and listed them in Civ4EraInfos,...but the Audiodefines wont load and causes the mod to crash on load.
What else is there about the audio files I need to know? They are .mp3 format.
Which XML file I have to edit to disable "divine prophets" completely? Because I also have problems with it and I hate it already - I started a new game (was fantastic) and now I have to abandon it because of it.