Finally! a fix for the city conquest CTD is up on the SVN

Whoever had crashes with RFCE recently, please run some tests with revision 1206.
The mod should load even Dutch starts without any problems, with Win 10 and Win 8.1 too.
None of my various tests resulted in any errors anymore, neither connected to the original bug, nor to the changes in the fix, so I'm very optimistic that it's gone for good

Will see in a couple days if there will be any more reports with the latest SVN version of the mod.
The cause of the crash was very far from being trivial.
If anyone interested, here are some basic info on it:
As we already knew for a couple months, it was connected to memory handling, and corrupted memory values somehow.
The differences between Win7/older OS, and Win8.1/Win10 operating systems appeared because newer versions handle something specifically connected to this in the memory allocation differently. Which I'm sure it's better for some reasons, but for us caused these issues.
Anyway, these crashes came up on some specific city conquests where the city ownership change resulted on cultural ownership changes as well, included the tile where the attacking units were in.
The owner of the plot changes and the CvSelectionGroup the game is currently processing is modified. The pUnitNode pointer got invalid after the remaining units were moved from the plot, thus the way this game mechanism is programmed no longer works.
So pLoopUnit got corrupted memory values from the game after the conquest happened, which may have caused all kinds of strange things as well.
For example in a first version of the fix we only added some efforts to avoid pLoopUnit == NULL. The crash itself was avoided, but seemingly random stacks of units appeared nearby for various civs on the conquest. In one instance I saw 80+ appearing units for more than 15 different civs, while the conquered city changed ownership around 20 times without any wars going on!
So those corrupted memory values can also totally ruin the game, even if a CTD doesn't happen.
With the latest fix all kinds of similar issues are prevented as well (hopefully? presumably?), so corrupted memory values won't happen at all.
Keep an eye on strange stacks though, and report if you see anything suspicious.
I highly doubt any further issues though, everything seems to be stable now

A huge thanks to
alberts2, who did the heavy lifting in figuring all of this out.
In his words: all of the issues happened because of some very poor programming by Firaxis. This is clearly a programming error and it may have caused OOS issues as well.
We should also keep in mind that it may happen in other parts of the Firaxis code as well, if they are programmed in a similar way.
In Firaxis' defence, they couldn't possible know that memory handling changes for later Windows versions. After all noone ever noticed anything in the mod either before Win 8.1 and Win 10 got common, and the issue is there since day 1.
But the code surely could have been way more foolproof. It is just programmed in a very dangerous way.
This of course means that the very same issue can potentially come up with other mods as well, if they use similar city flip and culture change mechanics (both perfectly valid, there was no bug in RFCE connected to this at all) in their code.
So point them to RFCE if they are experiencing seemingly unexplainable crashes.
Cheers, and have fun playing!
Absinthe