Not to my knowledge. I have played dozens of games since starting the compilation and the only crashes I have met were either fixed or non-reproducible.Does this mod-mod-mod crash more than DoC?
I'm not entirely sure, I think I mentioned this a while back but for some reason QMC says that Steb's mods are already merged when they're not. I have zero idea how to make it not think it's merged nor do I know when it was supposedly merged. If I can't find a way to revert this, the only other option is to merge it manually, which means going through every commit by hand and carrying over the changes. Merging civs with git is already annoying enough, so I'm not entirely sure I want to spend an entire day or more merging civs by hand.When can we see a Classical Mesoamerica merge?![]()
Any progress on that?Yeah, that's weird. I'll try the merge myself at some point to see what happens.
Traceback (most recent call last):
File "BugEventManager", line 400, in _handleDefaultEvent
File "CvRFCEventHandler", line 707, in onGreatPersonBorn
File "GreatPeople", line 72, in onGreatPersonBorn
File "GreatPeople", line 66, in getName
File "GreatPeople", line 41, in getAvailableNames
File "GreatPeople", line 54, in getEraNames
UnicodeDecodeError: 'ascii' codec can't decode byte 0xc3 in position 1: ordinal not in range(128)
quick question--how do i activate the "player-only" civs for the AI?