What is so fragile about the code for ruins or huts? In cradle, it is well known a slow down is caused when you or the AI enters one, some processing seems to get hung for a while.
But what I would like to know is why?
I'm working on a mod currently (don't get excited, it will take a very long time to get it together), but everytime one of the palyers enters a hut the game crashes. Nothing I am doing currently affects the ruins, I have added a single unit to the DB to test though. Are the ruins confused when looking to see if a unit is created?
What's going on?
I just went ahead and disabled the ruins for the time being, but it would be better, if I knew what was causing the problem. Does anyone know?
Cheers!
But what I would like to know is why?
I'm working on a mod currently (don't get excited, it will take a very long time to get it together), but everytime one of the palyers enters a hut the game crashes. Nothing I am doing currently affects the ruins, I have added a single unit to the DB to test though. Are the ruins confused when looking to see if a unit is created?
What's going on?
I just went ahead and disabled the ruins for the time being, but it would be better, if I knew what was causing the problem. Does anyone know?
Cheers!
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