Hi,
I was quite dispirited to see that any single one of my large game, always crashed (reproducible, reloading did not do anything) around turn 150+, so roughly just past first half of the game I would say, pacing wise.
I hinted on the forum that FE was thus not stable. Then I read the AAR with Centaurs, where the OP accounted for a quite epic game, without any reproducible crash. So I asked myself, is this my 'mod' of the game doing that?
To be sure, I forced myself to play a large Resoln game, in pure vanilla. And this was hard to convince me to do so, without a single edited byte in the data files, without city snaking mod for ParrotMath, etc. But I did it, and basically, I'm at turn 275 and no recurring crash. So ... my mod is in fault!
I have detailed here all the changes I have made to the game. If veterans modders, like HeavenFall or others can read that and tell me if there is something dangerous, that help me. You'll see references to 'abandoned', this is because I have revised each modification and I want to be on the safe side, so I have dropped anything that seemed dangerous for game stability.
How can a modification be dangerous? Basically if it changes the 'quality' of something, or if it can produces an overflow (the quantity). For example I had all worldwide achievement switched to factional achievements. I changed the 'quality' here. Perhaps this was dangerous. As I don't know, and as the debug log don't tell me the cause of the crash, I removed this feature.
'Quantity' wise, perhaps having too many defenders in a city can crash the game. So I revised that... But then I modded the initial village to have 30 militias, and did a test... I can fight such village, no crash. Still, I removed that. Also, I checked and a city producing 7 essences is not crashing either... So my new ritual pool should be safe.
Anyway, please read my notes and tell me if you see anything dangerous. I would so much like to reach the end game of a large game!
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CoreImprovements\CoreImprovements.xml
Adventurer Guild: 25>50% 1 xp
Alm House prestige 1>2
castle: No Fortress requirement, 1 archer > 1 catapult, +3 initiative
Clay quarry: +1 production per material, realm-wide (was +1 material to nearby city)
Command post: +2>+4 initiative bonus
Farm: +5 food/grain, realm-wide (was +1 grain to nearby city)
Fort: Don't need fortress, 1 archer > 1 catapult, +3 initiative
Fortress: +2 defence to defenders
Gallows: +2 production per material
Great Archive: +1 influence per turn, can sell Blizzard & Wellspring scrolls
Guild Tribunal: +1 production per material (was 2), owning city gets +1 material (was 0)
Hedge Wall: don't require fortress
Infirmary sells WellSpring scrolls
Irrigated farm: +5 food/grain, realm-wide and +1 grain to nearby city
Market: 4>6 gildar
Merchant: +2% gildar production, realm-wide (and keeps 2 gildar a turn)
Missionary Hall: 50% chance per turn of 1 xp to champion
Abbey Outpost: discount on spells: -50>-25, +1 mana
Armory Outpost: +50>+25 attack bonus
Consulate Outpost: renamed village. +1>0.5 growth, produces 3 gildar
Fortify Outpost: 25>10% defence, plus flat +2 defence
High Tower Outpost: +10% gildar to attached city (promotes trade)
Warden: higher cost, +10 food per grain in attached city (wardens are hunters)
Palace: Unrest reduction in city: -30>-20, unrest reduction realm-wide: -5% (was 0)
ScrollScribe don't sell Blizzard anymore
Ritual Pool: a duplicate of scrying pool, only 3x time costlier (allows to have at least 1 enchantment per city)
Slums: +5>+15% unrest, but +25% food produced
Tax Office: +20% gildar, even if not idle, 8 gildars a turn
Theatre: +2 growth and +2 prestige (was +4 growth)
Treasury Vault: +2% per turn (because multiplied by tax rate!)
Guild Warehouse: 6 gold, +35% gold even if not idle
Well don't requires town
Wooden Wall don't requires fortress
Abandonned: extra amount of defenders (too many defenders can crash?)
World achievements changed to faction achievements (do the code search for these?)
City Hubs strength:
All cities hubs give (level+1) bonus in defending unit initiatives.
Troops has been buffed as follow
Level 2: 3 Defender Parties, 2 Archers Parties (was 3, 1)
Level 3: 3 Defender Parties, 2x2 Archers Parties (was 3, 1, 1)
Level 4: 2 Defender Squads, 2x2 Archers Parties (was 3 parties, 1, 1)
Level 5: 3 Defender Squads, 4 Archers Parties (was 1 squad, 2 parties, 2 archers)
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Treaties.xml
Capital Road Treaty pushed to Alliances (dislike seeing long roads popping from nowhere early)
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CoreItems.xml
Braided Belt only weights 2
Ring of life gives +1 HP + 0.5/level
Blizzard scroll costs 150 gold (was 90)
WellSpring scroll costs 150 gold (was 90)
Throwing knife cheaper. Explanation gives infos on expected damages.
Additional items available for sovereign customization
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CoreMounts.xml
Horses, Wargs cost 12 to 20 additional resources. (not all army on horses anymore)
You need 2 horses per member (not 1).
Light Horse is a slightly modified version of the basic horse (carries less but +1 initiative mainly)
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CoreUnitGroupingTypes.xml
Abandonned the +1 member for party. Can it crash?
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CoreWeapons
Club cheaper and better
Dagger available at training
A few extra weapons for sovereign customization
More power to archers? Yes, because they don't do anything against armored units otherwise:
Ignys bow -8>-6 init, 35% pierce, 2>3 fire damage
Crude Bow -8>-6 init
Short Bow -8>-6 init, 25% pierce
Thart ShortBow -6>-4 init, 35% pierce
Venomous ShortBow 35% pierce
Balanced Shortbow -6>-4 init, 30% pierce
Hunter Shortbow -8>-6 init, 25% pierce
Longbow -4>-3 init, 45% pierce
Tarth Longbow -4>-2 init, 50% pierce
Guiding Longbow -4>-3 init, 45% pierce
Ignys Longbow -4>-3 init, 45% pierce, 6>8 fire damage
Flaming Longbow 45% pierce
Shocking Longbow, 45% pierce
Toxic Longbow, 40% pierce
Yew Longbow, -6>-4 init, 50% pierce
Tarth Longbow, -6>-3 init, 66% pierce
Brutal Longbow, -6>-4 init, 50% pierce
Perfect longbow, -2>+1 init, 50% pierce
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CoreUnits.xml
Kluuni renamed Uther. Sorry can't stand him otherwise.
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CoreAbilities.xml
Attunement: 2>3 mana
Dangerous monsters are even more dangerous(& Summons get a much needed boost):
Endurance 2: +1 attack per level
Endurance 4: +1 attack per level
Tough: +1 attack per level
Large: +2 attack per level
Monsterous: +2.5 attack per level
Path of the Warrior: +1 HP/level
RoadBuildingAbility: Allowed for all races, cost 100
StealthAbility: Chances are 75%, not 100%
Rebels: unrest +5% (was +10%)
AIResearch: a penaty of 80% to research
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CoreRaceConfigs.xml
All factions get extra city names
Empire factions get AIResearch ability penalty (I add them at Ridiculous level though)
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CoreSpells.xml
Celerity: 8 turns cooldown
Propaganda: 2>3 gildar per mana
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CoreGoodieHut.xml
Abandonned all added:
<AutoDestroyWhenNoGuardians>1</AutoDestroyWhenNoGuardians>
<LikelihoodOfTreasureDropWhenAutoDestroyed>100</LikelihoodOfTreasureDropWhenAutoDestroyed>
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TaxRateDefs.xml
Revorked Tax Rate so it is feasible to switch to average tax with Palace
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CoreDifficultyLevels.xml
Normal diff slightly harder
Hard difficulty midly harder
Expert difficulty gold 10>8, more AI thinking (tad easier) (Expert is for factions of same allegiance as you)
Ridiculous difficulty don't FOW cheat, Sovereign HP x1.75 (Ridiculous is for factions of different allegiance as you)
Insane difficulty don't FOW cheat, Sovereign HP x2.5 (Insane is for game world)
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CorePlayerAbilities.xml
A_Additive_ProductionPerPopulation: 0> 0.05
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CoreArmor.xml
Leather gear is cheaper to buy
Chain mail gear can be found as a loot
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ElementalsDef
abandonned: <RandomEventFreqDef>MoreOften,3000</RandomEventFreqDef>
abandonned: <XPPercentTrainedUnitsGiveSov>5</XPPercentTrainedUnitsGiveSov>
<Sovereign_GoldPerTurn>1.0</Sovereign_GoldPerTurn>
<MinCostToRushProduction>10</MinCostToRushProduction>
<MinValidTotalTileYield>5.0</MinValidTotalTileYield>
<EnableUpgradeGroup>1</EnableUpgradeGroup>
<UpgradeGoldCostPerTroop>75.0</UpgradeGoldCostPerTroop>