•Dead interceptor crash fix (occurred frequently in late-game, usually on the AI turn)
•Movement limit crash fix (occurred when any high-movement unit, a gunship in this case, made use of the railroad bonus and moved beyond the engine visualization limits)
•Crash fix for diplo AI. When the player witnesses an AI leader buy a minor ally, and aggressively purchased them back, the game would eventually crash when the AI leader would correctly try to complain to you about it.
•The following crashes were all discovered via the Steam Crash Reporting system that Civilization V utilizes:
•Crash - pCitizens->GetCityPlotFromIndex(iPlotLoop); is returning NULL in the CvPlayer:oRevolt loop.
•Crash - Occasionally strange values are sent to the movement cursor code. Wrap and clamp the values before they get to the pathfinder.
•Crash - Fix to divide by zero crash with AI buying plots.
•Crash - In RouteValid, the CvTacticalAnalysisMap cell thinks a plot is claimed, but the plot itself has no owner.
•Crash - Era out of bounds during a reload.
•Crash - During a resync, a crash happens when GameplayUnitCreated calls CvPlot::GetActiveFogOfWarMode apparently because the game's ActiveTeam is NO_TEAM (-1).
•Fix to Golden Age length (for Reformation policy with both the Persian trait and Chichen Itze)
•Corrected duration of golden ages generated from Taj Mahal and when a Persian player has Chichen Itza (Before the multiple 50% additions were "compounded" rather than added together into a 100% bonus.)
•Fix to blank science victory details screen
What am I missing here? Was the 67 trainer supposed to work with 167?
[Edited by LittleLion, 1/22/2011 6:29:35 PM]
I recommend starting a new game after each new patch. I had a problem with previous saves crashing but when I started a new game with the updated trainer I had no problems. Have fun!
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