hey all,
wow detailed analasys
perhaps ill install this on eas well.

thank you
i sure did pur hundreds of hours into it and i wanna develop it much much more. but i cant now ...
during the auto play - i noticed gere and there more errors - some i was accuallty been able to fix using the debug. some , not.
i have tried running the mod on pure kmod dll, and it showed no crash, so,
my guess, is that something i added over kmod screwes that up, or something in the xml wont work well with one of the componants.
although i havnt made thorou tests on pure kmod - mayve you can compare them both to have some idea (its availble in the kmod thread, ill link you up if you need)
isenchine ,
i read it, bu ti didnt know much how to implement it. and if it related to my problem. thanks anyways.
wow detailed analasys

I use 2010. Maybe it works better because I never had this problem when I compile myself.
perhaps ill install this on eas well.
so wierd, how the ai can think that para havnt been invented yet? so wierd to me.I think it is unrelated to when the paratroopers appear. An unbuggy DLL should support them being there from the start. THe question regarding being present prematurely was more aimed at the statement that there were no paratroopers as they haven't been invented yet. If the AI thinks it has paratroopers, but haven't invented them yet, then it sounds like a bug. Is it a crashing bug? Maybe, but I prefer bugfree code, which mean even if I hunt one bug, I write about any bug I notice along the way.
i didnt know this. ok.Generally speaking it would be good not to use WB when stability testing.
well m what ever it does - it probably wont crash the game atleast...I think it is related to CvPlot::doTurn(), which is called for all plots each turn. However it isn't a vanilla function and I never used it myself. My guess is that it more or less doubles as the function I wrote CvPlayer::canUseBonus(), which tells if the player has invented and not obsoleted the bonus in question.
Still it looks like I will have to give it a try because... well who else will do it? Clearly the mod is more or less doomed if it has an unsolved crashing bug and it really deserves better than that.

thank you

i sure did pur hundreds of hours into it and i wanna develop it much much more. but i cant now ...
during the auto play - i noticed gere and there more errors - some i was accuallty been able to fix using the debug. some , not.
i have tried running the mod on pure kmod dll, and it showed no crash, so,
my guess, is that something i added over kmod screwes that up, or something in the xml wont work well with one of the componants.
although i havnt made thorou tests on pure kmod - mayve you can compare them both to have some idea (its availble in the kmod thread, ill link you up if you need)
isenchine ,
i read it, bu ti didnt know much how to implement it. and if it related to my problem. thanks anyways.