Hi
I'm getting a CTD during end turn.
I think its right before my next turn starts when it happens.
I'm now runnig 9186 but it was happening to a few builds ago.
Well... gentlemen I can only address one issue at a time and this one being the next on the plate is one I'm tempted already to simply declare outside of my ability to solve. The crash is taking place in the exe with no hint whatsoever as to how. This doesn't strike me as a graphic issue which often gives a clue. I'm hundreds of lines deep into blindly walking through what's happening in the exe (which is just a disassembly of code line hits without any explanation of the coding in those lines whatsoever) and I have no idea how many hundreds more its going to take to figure out what the LAST possible call in the dll may have been so I can possibly, maybe, but unlikely, find a HINT as to what may be taking place IN the exe so I can get an idea on how to formulate a theory as to the nature of the crash.
Perhaps from my text you can tell how frustrating this one is. So far no guesses as to the cause and it may take days of further analysis to find that I have no basis upon which to make any further guesses aside from perhaps making educated guesses based on recent code changes, almost all of which have been to resolve other problems.
This COULD be the death knell of this NPC splitting project entirely however there will be no way to prove (since the change would break saves) that retracting that project in its entirety would avoid whatever was causing this particular crash.
I would not leap, therefore, to that assumption. I would instead see if there's any correlation between this bug and the next reported crash points and maybe one of them will give a necessity for change that may inadvertently solve this one (which would not be the first time that's happened during the course of this ever so frustrating project.)
@SO: Removing things from the mod will not help speed it up until you remove more than we can possibly fathom removing. Furthermore, it's nice to see people





ing about speed when I just sped things up significantly (like maybe by 20%) with the last commit. But let's face it, it was known that the beginning of the game would take on a LITTLE more time cost per turn while it would have no impact on the later game because the NPCs would be mostly eliminated by then.
At this point though, speed is not my concern. My concern is absolutely simply viability of the mod in the status its in. I'm getting tired of debugging crash after crash because I'm fighting against the exe I cannot see nor make adjustments to that would be so much more easily capable of resolving the most basic problems and make everything run the way it was intended to. That and a host of glitches thanks to poor python programming that I don't have the skill to fix, meanwhile we have our best python programmer losing heart as badly as I am.
My conclusion is growing to open up to the concept that it may be necessary to back everything up to before this project began and leave barbarians as the only npc team handling all things. This kind of waste of effort, however, is exactly the sort of thing that a guy starts feeling like walking away from a project after.
So perhaps, if I can get a LITTLE help from another programmer who can take a look at some of these issues piling up, take a look at some of the methods I've used and maybe let me know if I'm making any really bad base assumptions somewhere, that could be very helpful. I'm getting better but I'm still no professional unfortunately.
Furthermore, if we ARE talking about moving towards removing properties, I will leave the team at the next hint of further discussion on that. Properties IS what defines C2C as being above and beyond Vanilla and is crucial to further development plans. Without them I might as well give up now.
Look... at some point I'll be looking at profiling turns and getting a better idea which AI routines are causing the greatest delay (it's been my experience all noteworthy delays that can be improved on are generally there.) Or wherever else it's taking place. But taking random guesses as to what is currently causing delays and slowdowns and taking aim at projects just to speed things up is absolutely pointless. It will fail to fix the problems and it will succeed at fouling up longer term development plans and it will knock us back years in development. Years. Not months. Not days. Years. Years we'll never get back people.