The gamefront upload is still there.i ask for 1.71 as i need to open a game using that version. 1.72 worked fine for me straight from the start anyway![]()
If I knew it, it would've been long fixed now.The Roman crash still happens.
What exactly causes it, do you know?

That was 1.7. Changes in 1.71 and 1.72:I have the patch in which you added the Byzantines for the first time. What changes have been made since?
Spoiler :
Additional 1.71 changes:
* reduced Constantinople's starting culture
* Arabia now flips Jerusalem, Memphis, Alexandria and Tisfun in 640 AD
* Byzantine 600 AD spawn date now properly displayed
* renamed Alexandretta to Antiochia
* rearranged resources in Anatolia (removed 1 wheat and 1 clam)
* Bulgar, Cuman, Pecheneg barbarian spawns to challenge Byzantium to the west and north
* Arabian UHV now erases non-state religions except holy cities
* preplaced Tisfun/Ctesiphon/Baghdad in the 600 AD scenario
* made Justinian less military inclined
* nerfed several Byzantine coefficients, most prominently research, GP rate, production, city upkeep
* reduced Byzantine likeliness to train settlers or offensive units
* changed Cataphracts to strength 9, +25% against melee
* removed Byzantine spearmen in 600 AD Africa
* reduced Babylonian likeliness to train settlers
* original Byzantine war and settler/stability maps added (replacing the former Greek maps)
* Theodosian Walls don't create GPP anymore, Hagia Sophia now increases the chance of creating an artist
* removed wheat, ivory near Tripolis
* original Byzantine city name map, renaming function up to date
* Changed Italian UP to "free specialist in your three largest cities until the industrial age"
Additional 1.72 changes:
* excluded Sirajis from Arabian flip
* part of the Arabian units and settlers spawn in Baghdad and Cairo
* AI Arabian capital gets moved to Cairo or Baghdad in 650 AD
* extended the Russian historical area to the Ukraine to encourage the conquest of Kiev
* changed the Roman UP so that units can't spawn on islands anymore
* Byzantium now only spawns when Greece is dead or Rome controls at least one city in its core
* Italy now only spawns when at least half of the Italian cities are independent (usually either Rome or Venice not conquered yet)
* Former city garrisons get pushed out before they flip to Italy to avoid that they become a military power
* reduced the probability of 600 AD preplaced cities to get razed
* changed Abu Bakr's personality to focus on science as well
* preplaced Naples in 600 AD
* Tripolis and Benghazi are independent in 600 AD now
* fixed unique GP names
* added Ethiopian and Khmer GP names, expanded Portuguese GP names (credit to JiimBV)
* forced reborn AI civs to found a new city
* moved sheep from Mecca to Baghdad
* moved fish in the North Sea to be accessible to Amsterdam only (also discourage Aarhus)
* rebirth civs now found a new city on their rebirth plot if possible (you'll see Florence more often)
* Rome is now excluded from the Italian rebirth flip
* added a Safavid rebirth for Persia in 1500 AD in Esfahan (no new unique assets)
* new Persian leaders: Abbas I, Khomeini
* new Italian leader: Cavour, replacing Victor Emmanuel
* Netherlands now found larger cities with more buildings
* all civilizations now start with appropriate civics and state religions if applicable
* reduced Constantinople's starting culture
* Arabia now flips Jerusalem, Memphis, Alexandria and Tisfun in 640 AD
* Byzantine 600 AD spawn date now properly displayed
* renamed Alexandretta to Antiochia
* rearranged resources in Anatolia (removed 1 wheat and 1 clam)
* Bulgar, Cuman, Pecheneg barbarian spawns to challenge Byzantium to the west and north
* Arabian UHV now erases non-state religions except holy cities
* preplaced Tisfun/Ctesiphon/Baghdad in the 600 AD scenario
* made Justinian less military inclined
* nerfed several Byzantine coefficients, most prominently research, GP rate, production, city upkeep
* reduced Byzantine likeliness to train settlers or offensive units
* changed Cataphracts to strength 9, +25% against melee
* removed Byzantine spearmen in 600 AD Africa
* reduced Babylonian likeliness to train settlers
* original Byzantine war and settler/stability maps added (replacing the former Greek maps)
* Theodosian Walls don't create GPP anymore, Hagia Sophia now increases the chance of creating an artist
* removed wheat, ivory near Tripolis
* original Byzantine city name map, renaming function up to date
* Changed Italian UP to "free specialist in your three largest cities until the industrial age"
Additional 1.72 changes:
* excluded Sirajis from Arabian flip
* part of the Arabian units and settlers spawn in Baghdad and Cairo
* AI Arabian capital gets moved to Cairo or Baghdad in 650 AD
* extended the Russian historical area to the Ukraine to encourage the conquest of Kiev
* changed the Roman UP so that units can't spawn on islands anymore
* Byzantium now only spawns when Greece is dead or Rome controls at least one city in its core
* Italy now only spawns when at least half of the Italian cities are independent (usually either Rome or Venice not conquered yet)
* Former city garrisons get pushed out before they flip to Italy to avoid that they become a military power
* reduced the probability of 600 AD preplaced cities to get razed
* changed Abu Bakr's personality to focus on science as well
* preplaced Naples in 600 AD
* Tripolis and Benghazi are independent in 600 AD now
* fixed unique GP names
* added Ethiopian and Khmer GP names, expanded Portuguese GP names (credit to JiimBV)
* forced reborn AI civs to found a new city
* moved sheep from Mecca to Baghdad
* moved fish in the North Sea to be accessible to Amsterdam only (also discourage Aarhus)
* rebirth civs now found a new city on their rebirth plot if possible (you'll see Florence more often)
* Rome is now excluded from the Italian rebirth flip
* added a Safavid rebirth for Persia in 1500 AD in Esfahan (no new unique assets)
* new Persian leaders: Abbas I, Khomeini
* new Italian leader: Cavour, replacing Victor Emmanuel
* Netherlands now found larger cities with more buildings
* all civilizations now start with appropriate civics and state religions if applicable
Autosaves have been disabled by edead in RFCM, I'd have to look first to reenable them (I guess it's C++).is there a way to enable autosaves during autoplay? This way you could load the save before the crash to help determine what caused it.
also, the turks flipped Rasht at their spawn.
The answer to the too-old Arabia is Turkic/Mongol barbs in Iran, and/or improved Mongol civ (which I know you are working with). Using barbs to confine a later Arabia to Egypt and Arabia(Fatimids, Mamluks) would be both historic and helpful to the game. you don't want the turks to have it too easy with just indies to deal with! A middle East that was split three ways between the Ottomans (Anatolia), Arabs (Egypt and Arabia) and Persia, with Mesopotamia and the Levant the battleground would be ideal. This scenario would also allow for a transition later into modern Middle eastern states.
I have a computer I can run some test games on for the next few days so let me know when you have an updated svn with a potential fix and I'll generate some starts, to give you a larger sample size to eliminate the luck factor.
Thanks for the hint, Rasht shouldn't flip to them.
I currently can't foresee when I can apply the next fix to the SVN, sorry
