CTD, last thing i did was use a spy to "Aid rebel faction" if that helps??
I use Dangerous Animals, and a few extra civs also/
The minidump is interesting. Certainly shows a lot of the code leading up to the crash and some flaws taking place. Looks like a unit has been sent to move to a map location that is invalid. I could be wrong. This is taking place in a region of processing I've never been able to sort out the purpose of a lot of the steps. I would ask Alberts2 to look into this one if and when time allows.
I can't say for sure but I don't think it was YOUR unit that caused a problem. Looks like it may have been an AI unit determination. Unless you were using an automation or had the spy grouped with another unit perhaps.
Edit:
In fact, it appears that pathing is the biggest unhealthy spot in this mod at the moment. And there's not much I can do about it. I made a change there recently to try to resolve an OOS but not only did it not help, I don't think it has much to do with the root of the problem. There's other issues at hand there causing meltdowns.
In a single player game evaluation under debugging I get this:
FAssert(!newNode->m_bIsKnownRoute || node->m_iCostTo + iEdgeCost == newNode->m_iCostTo);
causing a breakpoint in
> CvGameCoreDLL.dll!CvPathGenerator::generatePath(const CvPlot * pFrom=0x71bb3a04, const CvPlot * pTo=0x71d008e8, CvSelectionGroup * pGroup=0x701d4bc0, int iFlags=1, int iMaxTurns=25, int iOptimizationLimit=6600) Line 2922 + 0x58 bytes C++
When I asked Koshling about this a while back he said it was an extremely difficult area to debug and hell yeah he's right about that. It would help if I understood each part of what was actually happening here but I must admit I don't understand the intention behind 80% of the variables in play there. Something isn't right.
Now, a while back, Afforess changed the pathing mechanism in AND. I don't know how that project ended but perhaps we need to follow his example? I don't know. I just know that movement issues are causing crashes, Out of Syncs, throwing asserts and creating obvious rule problems and I can't seem to figure out how to address any of them. Very frustrating that something so central to the mod is causing problems I feel powerless to resolve. Sorry guys.
OOS and crash portions that relate to this:
1) My wife took Seafaring as a trait which gives a promo to all her naval units that add +1 movement. Soon as she did, her computer's units weren't moving at their full capacity but on my system it showed they had.
2) A Neanderthal goes one way on her system and another way on mine and the difference was somehow generated in the pathing determination.
3) When a unit attacks and withdraws, it often then goes on to go a different direction on one computer than another or perhaps has been charged for the movement for the attack on one system and not on the other but regardless the problem has been pinned down to this generatepath function by special logging indicators.
4) This particular bug that SO reported took place in generatepath.
5) Afforess reported stack overflows taking place here... that seems to be the case when you look at some of the values in this particular assert break. Either that or uninitialized variables where I'm not even sure where they were supposed to be initialized in the first place. Uninitialized variables are a sure fire way to create an OOS as well.
So yeah, this issue is really getting under my skin and it is because I don't know how to fix it. Makes me wonder why and where C2C started using different pathing to standard CivIV in the first place. I suppose it was to save on processing time? Not worth it if it's going to create crashes and OOS errors. At this point I'm seriously considering comparing the whole process to the original CivIV version and seeing if I can surgically re-insert the original back in place. However, there's a lot of moving parts to this issue - a mind numbingly complex array of moving parts.
There's some #ifdef isolated bits of code with a variable of USE_OLD_PATHING or something to that extent but apparently not all the old pathing portions work properly either, aka, trying to generate a def for this variable only causes crashes right away.
EDIT:
@Alberts2: Ok, I just read back and saw your last post. I can see what you mean and it doesn't solve the OOS anyhow. TBH, the whole pathing issue, as stated above, is really giving me endless grief trying to solve OOS and other errors.
EDIT:
@Alberts2: Actually, that's not the pathing portion that I tried using a similar method with that didn't work. I'll make sure to get rid of the method there too. As for the function you pointed out, without using that, the caching was causing a problem and apparently I addressed it in the wrong way. I can see a better way to bypass the caching entirely. Thanks for pointing that out. I'll have the new code and dll on the svn here shortly.