hey bud,
my ol2 merge was 100% easy and stable.
i approached the problem from the last angle i had left, graduitly adding the sotm2 xml data part after part - but ontop of revdcm and the vanilla data, this will make a mod with all the vanilla civ material and sotm2 - a hybrid mod.
i did this cause i narrowed (with testing the sotm2 dll with ol2 + revdcm files - ignoring the xml errors just to see if it loads up, this to make sure the dll isnt the problem) the problem to some kind of an xml part that is missing in sotm2 (since it changes all the core xml - like features and such that their keys no longer applies).
i finally finished this tender process, and the hybrid loads fine without errors.
now, what ill do is start removing part after part of the vanilla stuff, until ill remove some part that starts giving me the same ctd.
thats the only thing i have left to do...
so i was hoping to get some reading on the logs with the previous post, but now i hope to pin point the problem by removing vanilla stuff.
i got a long night ahead
thanks g'.
edit:
ok - ive found the place that causes a ctd, but i have no idea how - it seems that i gotta have some buildings in the building xml - stuff like barracks, courthouse and more, once i delete one of them theres a ctd.
this brings me to a cunclution that somewhere, maybe in the python - theres an encode for these specific buildings, so, my question is - where?
edit2: ok i found the problem - barracks.
once i remove one it the xml, bang i get a ctd, i checked it a few times, its legit.
how weird is that? i mean why in the world does the building file demands it inside?
funny - i even removed the barracks section in the buildingclass, got and xml error for having it only in the building info, and still it kept the game on, no ctd. what is the connection to the barracks? have to find out - i removed the barracks on both revdcm and ol2 to see if this happens also - and no, its unique to sotm2.
if you want ill upload the mod so you can see for your self how odd this is...