As many of you have noted, EB II seems to have become more unstable in our recent releases. One internal suggestion as to why this may be the case is that we're simply butting against some internal limits due to the size of our campaign_script (247k lines or around 13,000 Kb in size). A very large part of this script (+- 90%) consists of the recruitment limitation script introduced in 2.2. Therefore, we'd like to test what the impact on stability would be if we were to take out this part of the script. As such, we would like to enlist you (able and willing members of our fan-base) to gather feedback on whether stripping the recruitment limitation improves stability. We can't guarantee this will have any effect whatsoever, but this will most definitely not be save-game compatible. Moreover, since the limitation script impacts the CAI, the results there will likely also be different from what an players with a regular campaign_script may experience. Please keep all of this in mind if you want to test this change.
I have read and understood all of the above and still want to help testing this:
Great! Here's how you can make the changes needed to test all of this:
0: If you don't have it already, download notepad++, install it and use it to make the necessary changes to the script. Regular notepad has a tendency to **** things up by introducing hidden characters the engine can't deal with.
1: go to your campaign_script.txt file (located in ...EBII\data\world\maps\campaign\imperial_campaign) and make a backup of this file. If something goes horribly wrong somewhere, you'll still be able to restore things to the way they were (this will still most likely ruin your saves though).
2:

Originally Posted by
Gigantus
While I have my doubts that the size of the script is the issue, for testing that theory you can always remove the script from the line (+-28430) "; 26. Recruitment Limitation by Gigantus" until just before the "DO NOT ADD ANYTHING BELOW THIS LINE!" line at the end.
This is one way to go about things, but due to the sheer size of the limitation script I've found it easier to do things the other way around: to copy the things above it and the few lines below the "DO NOT..." line. Then add everything back together to look like this (these are the last few lines of the new script):
Be sure to save the changes to the campaign_script.
3: Go to EBII\data\world\maps\base and delete the map.rwm file.
4: Run the game and start a new campaign. The game will appear frozen in the campaign selection screen, but this is simply a new map.rwm being generated, so please be patient.
5: Play the mod, keep track of its stability and (hopefully) have fun!
6: Report back in this thread if there's a difference or not compared to "vanilla" 2.2b. If you want to make a comment as to how the CAI behaves in this or another thread and have made the changes above, please mention it, so that the people in charge of AI members can keep track of what's what. From my own experience, I can say that the steps above if followed through properly shouldn't break the game, but if there are any other changes you think are relevant, please say so.
We hope this may be the solution we've been looking for, but again, no guarantees. Thanks for your time and attention.