hey,
ok, i checked the save:
1. units with collatera; unit ai have damage of 0.
this causes an assert and stops the unit actions....need to assign damage to all of these units.
2. i think your xml is not updated with the latest -
you should have this for all units with collateral:
<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
<!-- keldath: UNITAI_COLLATERAL doesn't execute-->
3. the units defined as merchants are no good.
for example: UNITCLASS_GOLDKARREN
its missong : <Flavors>
and <iBaseDiscover> (though im not sure it needs it.
also missing <Special>NONE</Special>.
again these cause the unit to fail (lots of units)
4.UNITCLASS_SUPPLY_FOOD - uses the unit ai of reserve
which causes an error in the ai_gaurd fn.
the unit dont have a combat value - so that causes another fail : baseCombatStr() > 0
if using any ai code that is used to attack, must have combat value.
so i suggest put it to 1. or if you want the unit do do nothing : UNITAI_UNKNOWN.
but no combat 0. you can consider using : UNITAI_MISSIONARY.
not sure what it will actually do.
5. the ctd you are having is due to some python call of the function jumpToNearestValidPlot
for some archer unit that is trying to attack / move to an off map tile i think,
its used in 2 files - pae unit and pae city.
edit - ii think the jump is fired from the python without normal battle rules.
these entries are null:
m_iAttackPlotX, m_iAttackPlotY.
so i think you must call this function in all of the parts the jump units is called for from the python :setAttackPlot (const CvPlot* pNewValue, bool bAirCombat)
or maybe better = check the plots : !isValidDomainForLocation(*pLoopUnit) though not sure it will fit.
i saw some more errors , but i didnt stopped on them all,
i will investigate more from the savegame.
in addition , some units got stuck in an infinite loop....but i guess these are the effects of some of the above issues.
all of these and more caused the mod to crash....
i must say that seems that allot of the python and some of the xml changes were not tested fully.
i will try to fix some of the above and see what happens.
assistance is required.
brett - dont you get dll asserts on your game?
the stuff i wrote are all from one turn end,,,