• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
I can't for the life of me figure out why, but this event is the one that is responsible for the CTDs that will occur immediatley after the Horde appears or after you load the 1337 scenario (where the Hordes exist).

Can anyone else figure out why?

Code:
###################################
# Horde raids into adjacent lands #
###################################

province_x_province_event = { #The Golden Horde has raided one of our border provinces!

	id = 5520
	picture = "event_battle"

	trigger = {
		condition = { type = exists value = GOLD }
		condition = { type = to
			condition = { type = not value = { type = has_province_effect value = { looted = yes } } }
		}
		condition = { type = from
			condition = { type = owner
				condition = { type = title value = GOLD }
			}
		}
		condition = { type = to
			condition = {
				type = or
				condition = {
					type = not
					value = { type = owner
						condition = { type = title value = GOLD }
					}
				}
				condition = {
					type = not
					value = { type = owner
						condition = { type = realm_ruler
							condition = { type = not value = { type = title value = GOLD }}
						}
					}
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = to
				condition = { type = regiment_mobilized }
			}
			factor = 2
		}
		modifier = {
			condition = { type = from
				condition = { type = regiment_mobilized }
			}
			factor = 5
		}
		modifier = {
			condition = { type = to
				condition = { type = not value = { type = ruler_martial value = 3 } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = to
				condition = { type = not value = { type = ruler_martial value = 5 } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 8 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 11 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 14 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = not value = { type = ruler_martial value = 3 } }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = not value = { type = ruler_martial value = 5 } }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 8 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 11 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 14 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = owner
					condition = { type = atwar }
				}
			}
			factor = 0.66
		}
		modifier = {
			condition = { type = to
				condition = { type = owner
					condition = { type = atwar }
				}
			}
			factor = 2
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
	}

	action_a = { #Curses!
		effect = { type = to effect = { type = prosperity value = -1 }}
		effect = { type = to effect = { type = ruler_gold scale = -0.5 }}
		effect = { type = to
			effect = { type = random chance = 33
				effect = { type = add_province_effect value = looted }
			}
		}
	}
}
 

richvh

Preserver of the Light
63 Badges
Dec 1, 2001
14.691
1.999
Visit site
  • Stellaris: Leviathans Story Pack
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Age of Wonders
  • Age of Wonders II
  • Crusader Kings II: Jade Dragon
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • A Game of Dwarves
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
MrT said:
Code:
		effect = { type = to effect = { type = prosperity value = -1 }}
What happens when this is applied to a province that is poor? This is the only thing I see. Try adding a trigger condition of
Code:
condition = { type = not
  value = { type = to
    condition = { type = has_province_effect value = { poor = yes } }
  }
}
and see if that fixes it.
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
richvh said:
What happens when this is applied to a province that is poor? This is the only thing I see. Try adding a trigger condition of
Code:
condition = { type = not
  value = { type = to
    condition = { type = has_province_effect value = { poor = yes } }
  }
}
and see if that fixes it.
Nope. I tried removing the effect completely and it still crashes within a week or so. I also tried removing the random chance component and that doesn't stop the crashes either.
 

The Regent

Captain
90 Badges
Sep 22, 2003
370
14
paramod.proboards27.com
  • Europa Universalis III: Collection
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
Maybe try this for your trigger:
Code:
trigger = {
		condition = { type = exists value = GOLD }
		condition = { type = to
			condition = { type = not value = { type = has_province_effect value = { looted = yes } } }
		}
		condition = { type = from
			condition = { type = realm_ruler
				condition = { type = title value = GOLD }
			}
		}
		condition = { type = to
			condition = {
				type = or
				condition = {
					type = not
					value = { type = realm_ruler
						condition = { type = title value = GOLD }
					}
				}
				condition = {
					type = not
					value = { type = realm_ruler
						condition = { type = not value = { type = title value = GOLD }}
					}
				}
			}
		}
	}

If that doesn't work, look at your last trigger combo with the OR. It looks like it says, NOT the owner of GOLD OR NOT the owner of NOT GOLD. Are my strained eyes right? :confused:
 

richvh

Preserver of the Light
63 Badges
Dec 1, 2001
14.691
1.999
Visit site
  • Stellaris: Leviathans Story Pack
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Age of Wonders
  • Age of Wonders II
  • Crusader Kings II: Jade Dragon
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • A Game of Dwarves
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
realm_ruler is a character condition; you have to do a context shift to owner before using it in a province event, so that's not it. However, I think you spotted it with the extra NOT.
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
Just to prove that every day you learn something new....

So I decided to be disgustingly methodical so I disabled all game events except for this one:

Code:
province_x_province_event = { #The Golden Horde has raided one of our border provinces!

	id = 5520
	picture = "event_battle"

	trigger = {
		condition = { type = exists value = GOLD }
	}

	mean_time_to_happen = {
		days = 1

	}

	action_a = { #Curses!
	}
}
Remember waaaaaaaaaaaaaaaaaay back when I suggested that you should never use an mtth of 1 day because it could produce unexpected results? Well....

Interestingly, when I loaded as 2-province Byzantium in 1337 (where GOLD exists) the event ran nicely but only triggered once per year for five consecutive years. Now if this was an empirical trigger you'd expect the event to fire roughly 720 times per year. Considering that I ran it long enough where you'd expect an average of about 3600 firings of this event, you'd think that only 5 instances was a little odd.

Me too.


Oh...and I will now resume my methodical testing to isolate the error. Just thought you all might be interested in this little tidbit. :D
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
More fun and FYI stuff...
Code:
province_x_province_event = { #The Golden Horde has raided one of our border provinces!

	id = 5520
	picture = "event_battle"

	trigger = {
		condition = { type = exists value = GOLD }
	}

	mean_time_to_happen = {
		days = 1

	}

	action_a = { #Curses!
		effect = { type = to effect = { type = prosperity value = -1 }}
	}
}
This does not crash - even when the prosperity of a province is at minimum and is pushed down again by the event (essentially the event effect is ignored).

Testing resumes...
 

richvh

Preserver of the Light
63 Badges
Dec 1, 2001
14.691
1.999
Visit site
  • Stellaris: Leviathans Story Pack
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Age of Wonders
  • Age of Wonders II
  • Crusader Kings II: Jade Dragon
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • A Game of Dwarves
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
Take a look at that double NOT in the realm_ruler condition that The Regent spotted. That's definitely wrong, whether or not it causes the crash.
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
Yep...I realised that as well but I figured I'd be super-methodical and test everything I could before I test the triggers.

Code:
province_x_province_event = { #The Golden Horde has raided one of our border provinces!

	id = 5520
	picture = "event_battle"

	trigger = {
		condition = { type = exists value = GOLD }
	}

	mean_time_to_happen = {
		days = 1

	}

	action_a = { #Curses!
		effect = { type = to effect = { type = prosperity value = -1 }}
		effect = { type = to effect = { type = ruler_gold scale = -0.5 }}
		effect = { type = to
			effect = { type = random chance = 33
				effect = { type = add_province_effect value = looted }
			}
		}
	}
}
The above triggers perfectly and all of the event effects work perfectly (inculding the random chance one).

Now to add the mtth modifier block back in and see what happens.
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
Okay...further testing now confirms that all event effects work and that none of the modifiers causes a crash either. That leave us with the trigger.

Strangely, the following event works perfectly and I would ahve sworn that I tested this 2 hours ago and it crashed.
Code:
###################################
# Horde raids into adjacent lands #
###################################

province_x_province_event = { #The Golden Horde has raided one of our border provinces!

	id = 5520
	picture = "event_battle"

	trigger = {
		condition = { type = exists value = GOLD }
		condition = { type = to
			condition = { type = not value = { type = has_province_effect value = { looted = yes } } }
		}
		condition = { type = from
			condition = { type = owner
				condition = { type = realm_ruler
					condition = { type = title value = GOLD }
				}
			}
		}
		condition = { type = to
			condition = { type = owner
				condition = { type = realm_ruler
					condition = { type = not value = { type = title value = GOLD }}
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = to
				condition = { type = regiment_mobilized }
			}
			factor = 2
		}
		modifier = {
			condition = { type = from
				condition = { type = regiment_mobilized }
			}
			factor = 5
		}
		modifier = {
			condition = { type = to
				condition = { type = not value = { type = ruler_martial value = 3 } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = to
				condition = { type = not value = { type = ruler_martial value = 5 } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 8 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 11 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = to
				condition = { type = ruler_martial value = 14 }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = not value = { type = ruler_martial value = 3 } }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = not value = { type = ruler_martial value = 5 } }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 8 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 11 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = ruler_martial value = 14 }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = from
				condition = { type = owner
					condition = { type = atwar }
				}
			}
			factor = 0.66
		}
		modifier = {
			condition = { type = to
				condition = { type = owner
					condition = { type = atwar }
				}
			}
			factor = 2
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.8
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.8
		}
	}

	action_a = { #Curses!
		effect = { type = to effect = { type = prosperity value = -1 }}
		effect = { type = to effect = { type = ruler_gold scale = -0.5 }}
		effect = { type = to
			effect = { type = random chance = 33
				effect = { type = add_province_effect value = looted }
			}
		}
	}
}
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
AAAAAAAAAAARRRRRRRRRRRRRRRRRGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHH


Now copying the identical event back to the file, updating the id to 5521 and substituting ILKH for GOLD, I now get rapid CTD.


:mad:
 

unmerged(21937)

Your Industrial Friend
Nov 15, 2003
9.557
1
If you first CSC to owner or controller, you can use character conditions and character CSCs as usual.
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
Gaaaaaaaa

Byak and I have been working on this bloody thing for the past...er...<*checks watch*>.....10+ hours and are still no closer to understanding why it crashes. I have tested every single trigger aspect and even done a bunch of extra checks...all to no avail. For some reason this event will crash -- but only sometimes. Sometimes it fires perfectly.

*sob*

So here's the latest very simple rendition for people to have a look at while we get some shut-eye. We *know* that the event effects all work perfectly without crashing and we're 99.9999999999% positive that the portion of the trigger that is resulting in a crash is the part I've outlined in green. All of the individual parts of the "from" check seem to work perfectly except - possibly for the bold part (which seems to work intermittently when tested in isolation.

Code:
	id = 5520
	picture = "event_battle"

	trigger = {
		condition = { type = exists value = GOLD }
		condition = { type = to
			condition = { type = not value = { type = has_province_effect value = { looted = yes } } }
		}
[color=limegreen]		condition = { type = from
			condition = { type = or
				condition = { type = demesne value = GOLD }
				condition = { type = and
					condition = { type = owner
						condition = { type = is_vassal }
					}
					[b]condition = { type = owner
						condition = { type = realm_ruler
							condition = { type = title value = GOLD }
						}
					}[/b]
				}
			}
		}[/color]
		condition = { type = to
			condition = { type = not value = { type = demesne value = GOLD }}
		}
		condition = { type = to
			condition = { type = owner
				condition = { type = realm_ruler
					condition = { type = not value = { type = title value = GOLD }}
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 10

	}

	action_a = { #Curses!
		effect = { type = to effect = { type = prosperity value = -1 }}
		effect = { type = to effect = { type = ruler_gold scale = -0.5 }}
		effect = { type = to
			effect = { type = random chance = 33
				effect = { type = add_province_effect value = looted }
			}
		}
	}
}
But for now...bed time.
 

The Regent

Captain
90 Badges
Sep 22, 2003
370
14
paramod.proboards27.com
  • Europa Universalis III: Collection
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
MrT said:
Code:
[color=limegreen]		condition = { type = from
			condition = { type = or
				condition = { type = demesne value = GOLD }
				condition = { type = and
	[/color][color=cyan]				condition = { type = owner
						condition = { type = is_vassal }
					}[/color][color=limegreen]
					condition = { type = owner
						condition = { type = realm_ruler
							condition = { type = title value = GOLD }
						}
					}
				}
			}
		}[/color]
Maybe take out the blue bit? Wouldn't the part after it still jump to the top level ruler?

Any other ideas I have, you've probably tried already and the rest are just plain out there. :wacko:
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
The Regent said:
Maybe take out the blue bit? Wouldn't the part after it still jump to the top level ruler?

Any other ideas I have, you've probably tried already and the rest are just plain out there. :wacko:
Sadly, I only added the blue bit after it had already crashed without it (my hypothesis being that the crash might be caused by an independent ruler trying to switch to a realm_ruler which, of course, he doesn't have).



Darn but that's annoying.
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
Mystery solved.

We discovered a very odd little error in the exe relating to spread events. Johan has fixed it and now my events will run properly again....and the same little anomaly *might* be the source of at least one other crash bug and maybe even a VFC or two.

So it turns out that the time spent on this wasn't a complete waste after all. :cool:
 

unmerged(6777)

Field Marshal
Dec 10, 2001
12.470
5
Yeah...now that the source has been discovered as being an exe issue I'm reverting back to an earlier rewrite version that doesn't have the unneccessary trigger checks in it anymore (more CPU efficient).