IIRC, it shouldn't cause that much troubles, as it's only a container storing information about the game. Basically all I did is changing the loading and saving procedure. In the old situation, the sd was loaded and saved each time a value did change. Now it only loads upon saving/starting a game and it saves only when saving the game.
Yeah, but something is definitely strange connected to this.
In rev. 1180 the mercenary screen worked fine, but when you changed it in 1181 it did not (mercs get an additional promotion whenever you click on them)
I don't think any of the other changes can possibly cause it.
Sure, the mercenary thing was an easy fix, but this is still a valid reason for some concerns.
But anyway, I will try to look into every aspect when I adopt changes. (I can't promise it I will succeed
)
Ohh don't worry, I also make coding mistakes all the time
For example after the first version of my right-away instability from revolution code, each time you clicked on the Exit button in the Religion Screen it added -8 swing stability.
As it turned out Firaxis coded the screen in a way, that the Exit and Convert buttons are not only in the same position, but they are actually the same (on click at least)
Also I forgot that it's possible to switch civics/religion on popup too (when you first discover/acquire it)
So in the end I had to find a new approach for the whole thing...
At least now it works perfectly (hopefully)
Anyway, after my quick rant, back a little bit. I guess my point was this:
Maybe I'm wrong in this, but sometimes I feel that the main reason you want to adapt some coding/formatting changes is just because they are handled that way in DoC.
While Leoreth undoubtedly does a wonderful job there, not necessarily everything is an improvement for RFCE too.
Some of the coding is handled totally differently here, and with a reason.
(Having said that, edead's StoredData system is definitely an improvement.
I'm not talking about this, rather generally)