FYI, I managed to patch the executable so that it does not crash the game, and EvalStrucCount works correctly. You just need to change five bytes in the executable with a hex editor. Starting at 0x002D09D9 replace the next five bytes with 90 90 90 90 90.
Alternatively, if that sounds too complicated, you can just download my patched executable:
https://www.dropbox.com/scl/fi/av5o67cn ... 5r14w&dl=0If you want the continental blockade events to show correctly, you also need to add the following lines to your LocalStrings csv-file:
Code: Select all
evt_nam_GBR_ContinentalBlockadeFailure_Check;Continental Blockade Not Successful;;;;;;;;
evt_nam_FRA_ContinentalBlockadeSucess_Check;Continental Blockade Successful;;;;;;;;
evt_txt_GBR_ContinentalBlockadeFailure_Check;This quarter, more ports were free of French Empire or its allies' control than expected, leading to a failure of the Continental Blockade. More trade comes into British coffers and the nation's morale is improving.;;;;;;;;
evt_txt_FRA_ContinentalBlockadeSucess_Check;This quarter, more ports were under French Empire or its allies' control than expected, leading to a success of the Continental Blockade. More confiscated goods are sold and come into French coffers, and the nation's morale is slightly improving.;;;;;;;;
For whatever reason these are missing in the game, altough they are in the database excel files.
If you are curious about what causes the crashes, I
believe it is simply to do with logging. The game tries to convert the faction tag to a longer name, and when you use something else, i.e. FACALL, FriendAndSelf etc. it causes a crash. The patch simply stops a call to function which tries to map the faction tag to a longer name.