@xyx: Same cause in both: A capitulated vassal breaks free, causing plot groups to be updated for all players. The update disrupts the production in a city of another AI civ (for lack of a required resource), and causes that AI civ to choose a new production order. That choice is based on the attitude toward the vassal, which hasn't properly broken free yet, i.e. has no master (technically: is its own master) and still counts as capitulated. Stack overflow. Seems like a bad idea to let the AI choose a new production order right away; can't expect that to work 100% correctly during other civs' turns. Cities instantly asking for new orders when losing a resource is only needed for humans (to fix an exploit and for usability), so that's how I've fixed it. At least in the year-19xx save, the loss of the resource was only temporary during the plot group update, i.e. production shouldn't have been disrupted. Let's see if that ever occurs for a human civ (not a problem for the AI really) – because that'll be a bit of headache to fix.
I've included the fix for the crash in the pre-release version (
link). For a manual update:
DLL,
Assets\XML\Units\Civ4MissionInfos.xml,
Assets\XML\GlobalDefines_advc.xml
Also addressed: the issue with music being inaudible for some players.
[...] Probably due to the changes marked with "advc.004m" in Assets\XML\Misc\CIV4DetailManager.xml. Those changes move the Globe view boundary; apparently, one of them is also responsible for the music volume.
Turns out that the CAMERA_START_DISTANCE (GlobalDefines) affects the music volume; the settings in DetailManager are at least not a major factor. Personally, I use a fairly small field-of-view value because I like playing at a nearly top-down angle, i.e. almost zoomed to Globe view. A high camera start distance works well with this. For players who use a high field-of-view value and then zoom in, a low camera start distance (no greater than in BtS) should work well, not just for the music volume, but also for the proper camera distance at game start or when loading a savegame. So I'm now letting the DLL set the camera start distance dynamically based on the field-of-view value. That's probably not going to be ideal for players who use a high field-of-view value and zoom out far (and I guess play without resource bubbles because those get very large that way). Those players can still set a suitable camera start distance in GlobalDefines_advc.xml.
On the topic of long mission animation times, I've found out the following:
My changes so far:
• I've reduced the recon, bomb and air strike mission times a little because the animations are kind of distracting and look a bit more realistic to me when played faster. No option needed for those I think.
• Play a 2-sceond animation for the active (human) player's nukes – essentially just the sound and a camera rumble – when Particle Effects are disabled. I haven't added a separate option for now, but might do so along with a bunch of other BUG options that I still want to add. The 2 seconds still allow the player to scout out enemy unit positions revealed by the nuke. Perhaps I'll remove the (rather illogical) recon effect eventually; players could then still see the animation when nuking a visible tile.
• Play an even shorter (1 second) animation for enemy nukes; regardless of options.
• When playing with the full animation, it would be nice if unit cycling were to continue after 2 seconds. This probably could be implemented, but seems like too much effort.