Building Function Problems
I've noticed many buildings are not getting their intended functions. The War College, for example, is functioning more like the Monestary (using same graphics too).
...
<Medallions>
<All>K_Armory_InfoCard_01.png</All>
<Border_All>
</Border_All>
</Medallions>
<!-- Prerequisites -->
<RequiresCity>True</RequiresCity>
<SupportedTerrainType>Land</SupportedTerrainType>
<LaborToBuild>12.0</LaborToBuild>
<Prereq>
<Type>Tech</Type>
<Attribute>Arcane_Research_Amarian</Attribute>
<Value>0</Value>
</Prereq>
<!-- Building Production/Consumption. -->
<GameModifier>
<ModType>ResourceMultiplier</ModType>
<Attribute>SpellPoints</Attribute>
<Provides>+25% Arcane Knowledge</Provides>
<Value>1.25</Value>
</GameModifier>
<!-- Costs Lumber to build -->
<GameModifier>
<ModType>ConstructionResourceCost</ModType>
<Attribute>Materials</Attribute>
<Value>-5</Value>
</GameModifier>
<GameModifier>
<ModType>ConstructionResourceCost</ModType>
<Attribute>Gold</Attribute>
<Value>-25</Value>
</GameModifier>
<Prereq>
<Type>Allegiance</Type>
<Attribute>Kingdom</Attribute>
</Prereq>
<AIData AIPersonality="AI_General">
<AITag>Economy</AITag>
</AIData>
</ImprovementType>
It's not giving you the +25% training bonus, is researched via Arcane research, and has the economic AI tag.
The Granary has a similar problem...
<GameModifier>
<ModType>City</ModType>
<Attribute>TrainingDiscount</Attribute>
<Value>0.25</Value>
<PerTurn>1</PerTurn>
<Provides>-25% Training Time</Provides>
</GameModifier>
<Prereq>
<Type>Tech</Type>
<Attribute>War_Colleges_Amarian</Attribute>
<Value>0</Value>
</Prereq>
<Prereq>
<Type>Race</Type>
<Attribute>Men</Attribute>
</Prereq>
<AIData AIPersonality="AI_General">
<AITag>CommandPost</AITag>
</AIData>
That's the War College stuff misplaced! There is also problems in the code where it checks to see if there IS any food but the code is disabled because of an error. Actually, I just noticed there are TWO "K_Granary" buildings. That's gotta cause a problem somewhere!
Lastly, shouldn't Irrigation System's also have a check to see if there are any farms?
Coding Errors- Fixed in internal build.
Noticed a glitch while modding and was searching through the buildings for the granery and came across this...
<!-- ***************** -->
<!-- ** War College ** -->
<!-- ***************** -->
<ImprovementType InternalName="K_WarCollege">
<!-- Improvement Data -->
<DisplayName>War College</DisplayName>
<Description>War Colleges decrease Training Time for Units by 25%.</Description>
<TileDesign>K_Armory_01</TileDesign>
<ConstructionTileDesign>K_Armory_Build_01</ConstructionTileDesign>
<SupportedTerrainType>City</SupportedTerrainType>
<<<<<<< KingdomSpecialImprovements.xml
<DrawnIcon>Gfx/TacticalIcons/K_Monastery1.png</DrawnIcon>
<DrawnIconConstruction>Gfx/TacticalIcons/K_Monastery1_C.png</DrawnIconConstruction>
<Thumbnail>K_Monastery_02_Thumb.png</Thumbnail>
<ReqCityLevel>1</ReqCityLevel>
=======
<DrawnIcon>K_Armory1.png</DrawnIcon>
<DrawnIconConstruction>K_Armory1_C.png</DrawnIconConstruction>
<Thumbnail>K_Armory_InfoCard_01.png</Thumbnail>
<ReqCityLevel>5</ReqCityLevel>
>>>>>>> 1.123
<AllowedPerCity>1</AllowedPerCity>
<!-- Medallion Data -->
<Medallions>
<All>K_Armory_InfoCard_01.png</All>
<Border_All>
</Border_All>
</Medallions>
<<<<<<< KingdomSpecialImprovements.xml
...
Just in the KingdomSpecialImprovements.xml I've also noticed problems like this with the fortress, university, inn, trade center, town hall, and the temple of essence.
Also, in the KingdomUniqueImprovements.xml I've noticed it with the Bazzar, Hosten's Library, Guild Tribunal, Farming Guild, and the Abbey of Izel.
It looks like it's been procedurally generated or something because there is almost a pattern with it. HEY, maybe that's whats causing the memory leaks and the crashing?!

EDIT: Nevermind, talked to GreenReaper and apparently this was fixed in an internal build. You guys are one step ahead of me!