Thunderbrd
C2C War Dog
You said just now in the other thread that units that should be able to get the blitz ability on promos weren't being able to.I betcha this is the reason WHY the turn times have become sooo long now again??? They used to be 20-30 seconds, now they are over 1 minute, closer to 1 1/2 minutes long, and this is in Classical Era
ls612: I'm wondering now what you did to remove the filter... I checked where the filter is setup in isPromotionValid (there's two of them: one in CvUnit and one in CvGameCoreUtils.cpp, and its not disabled or commented out at all where it was put after my change which was in CvUnit. I'll take a closer look at both and see if I can spot something amiss in the meantime.
I'm wondering if this is somehow leading to a situation where units are evaluating that they want the promotion but they can't have the promotion so when they go to select it and its not there... uh oh... gotta reevaluate and will keep doing so until they can finally by luck evaluate something else as more valuable - in some cases not being able to because the random doesn't provide enough variation to and we have an infinite loop rather than just a delay.
But there's still something off here - some missing piece of the puzzle.
EDIT: Ah... according to your notes you'd already found the other one in CvGameCoreUtils.cpp that I'd already disabled. You must not have updated my changes before going in there and commenting that out or you would've seen it already was. I had put a new, more appropriate filter, as mentioned in the thread on this, in the CvUnit function. I believe now that commenting that out may be our solution but I'm not 100% positive on this. We'll see if it works. Easier to check when you know your situation is causing CTDs rather than just long delays/infinite loops unless you have a save that always hits that loop.