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1914 Call to Arms scenario: Game crashes after loading the upcoming round for the AI.

Posted: Sat Jan 03, 2026 11:49 am
by Easter80
Hi Bill.

I'm having trouble saving my game. I'm playing my own small mod with minor modifications, but I haven't changed anything in the scripts.

I'm playing as the Central Powers and landed on the coast of Newfoundland and Canada a few turns ago. I've set Newfoundland as a separate nation in my mod, which is historically accurate. I've already conquered and occupied it.

I'm currently on turn 121 and have saved every turn so far because I don't want to lose any units. This has worked fine until now. If I lost a unit, I simply replayed the turn—or from the previous turn—until I was successful.

However, the AI ​​is now taking a very long time to calculate its next move. As soon as it reaches the three points required for the cargo, the game crashes.

I've already defragmented my hard drive and exported all save files except the last five to a different folder. I repeated the move from round 120, but it still doesn't work after saving round 121.

I'd be happy to send you my save file via Dropbox so you or one of your colleagues can investigate the problem. That would be very kind of you/him.

Best regards


Christian.

Re: 1914 Call to Arms scenario: Game crashes after loading the upcoming round for the AI.

Posted: Sat Jan 03, 2026 6:59 pm
by BillRunacre
The best thing will be to send the saved turn to support@furysoftware.com, advising that it is a WWI mod and hopefully the cause of the issue can be identified.

Re: 1914 Call to Arms scenario: Game crashes after loading the upcoming round for the AI.

Posted: Sat Jan 10, 2026 6:26 pm
by Easter80
Hi Bill. I sent you an email this afternoon with the save files from round 124. A few rounds before I changed my tactic and played again from there on, doing a fals invasion on the coast of Canada, after I had concurred Newfoundland. Therefore I landed with one unit only at a Canadian port city to lure the United States of America transfering their troops up into and to the direction of Canada. A few rounds later, as soon as the port was at 5 points strength again, I withdrew the unit from there. A few hours later I had an idea: I suspect the problem causing my game to crash is related to the production limit. I tried quitting the game during the Entente's turn, restarting it, then switching to playing as the Entente and disbanding all their units. Then, during the Central Powers' turn, I quit again, restarted, and continued the round as the Central Powers. This allowed me to play two more turns before the game crashed again when loading the next round. Of course, I would never play like that, as I would be playing against myself, which is pointless and no fun at all. I've now deleted all saved rounds up to round 91, just before the United Kingdom of Great Britain and Ireland capitulated, and activated the production limit from that point onward. Then, during the Entente's next turn, I quit the game again and restarted it, switching to the Entente to see, if their production limit was also activated, which it was. This is much better, because otherwise the United States of America would produce so many units before their invasion, that the fight would drag on for many more years; without it, it would even be impossible to capture Washington D. C. and New York City. I deactivated the production limit because I wanted all the listed unit names to be produced. In a few days, I'll know if my assumption was correct, which is likely, since deactivating the Entente's existing units allowed me to play two more rounds. If, contrary to expectations, the game crashes again after 124 rounds, I'll send you another message. It's very considerate of you to respond to each of your customers promptly during your working hours. That's by no means a given, and I really appreciate it. Kind regards.

Re: 1914 Call to Arms scenario: Game crashes after loading the upcoming round for the AI.

Posted: Tue Jan 13, 2026 8:43 pm
by Hubert Cater
Thanks for the files, I believe we have found the issue and will correct it for the next update.