GildedDuke
Chieftain
- Joined
- Jul 3, 2012
- Messages
- 26
So I have been working on a mod and scenario that introduces a series of new civilizations, as well as new units and buildings. For all my early testing, I set the techs for all the new units and building to agriculture, and everything seemed to work great. Later I set them to their proper tech prerequisite. Eventually I discovered that the game now crashes when playing those civilizations and entering the renaissance era.
Nothing would seem out of place, but when I would research all the techs of the medieval era, or research a renaissance tech like gunpowder while playing one of the new civilizations the game would crash. Gaining spies from a vanilla civilization hitting renaissance before me wouldn't cause a crash. There is no crash when the new civilizations enter the renaissance while under AI control, however if I use Fire Tuner to take control of them, the game then crashes.
The changes I have made include:
New civilizations with custom units and custom buildings.
New buildings from ancient era to industrial.
New civilization special units in industrial.
New civilization special buildings in medieval.
(All of these work when set to agriculture prereqs)
I didn't make any changes to the techs themselves, or to spies, or anything else that comes to mind with the renaissance transition.
Any ideas on where I might look to find what is causing this?
Nothing would seem out of place, but when I would research all the techs of the medieval era, or research a renaissance tech like gunpowder while playing one of the new civilizations the game would crash. Gaining spies from a vanilla civilization hitting renaissance before me wouldn't cause a crash. There is no crash when the new civilizations enter the renaissance while under AI control, however if I use Fire Tuner to take control of them, the game then crashes.
The changes I have made include:
New civilizations with custom units and custom buildings.
New buildings from ancient era to industrial.
New civilization special units in industrial.
New civilization special buildings in medieval.
(All of these work when set to agriculture prereqs)
I didn't make any changes to the techs themselves, or to spies, or anything else that comes to mind with the renaissance transition.
Any ideas on where I might look to find what is causing this?