Uh oh, I'm being affected by the infamous "enemy faction in someone's city" bug, I think. At least, that's the only thing that consistently crashes my games in recent years. It happens just after the Cult takes over Xi Ellipse from the Cyborgs. I will have to investigate the turn order and see if I can find the city that's causing it. I don't think using the Scenario Editor is a big sin at this point, as there's not really any secret information to be had at this point.
Ok, but before I even do that, does my installation of "SMACX AI Growth mod with Scient's Patch" solve the problem? I just updated it with my latest greatest .txt files. I've copied the .sav. Firing it up. ...Nope, Scient's Patch goes down like a ton 'o' bricks as well. I'll have to find the guilty city.
the official turn order
Step 1 of fixing this kind of problem is to determine the official turn order. Since it happens after the Cult takes a base, it's probably either the Cult or the Morganites that have the problem. If we want to get really extreme about narrowing it down, we can use the Scenario Editor to completely eliminate factions, thereby narrowing the possibilities. But as I've been down this road many times, I think simple manual searching will probably suffice. Famous last words.
unfriendly
Cha Dawn is at war with everyone. So anyone in his bases other than his own troops, is a bug. It might be helpful to know if alliances changed from last year, but in his case I doubt it. These relocation bugs can be sleepers for some time before an actual combat event triggers the crash.
varied
Morgan has alliances, treaties, and wars. I'm not sure that narrows anything down by itself. It's just information to know, when I'm looking around.
here it is, surely
That badly wounded Cult mindworm shouldn't be inside Alpha Prime! Gotta go eat dinner. Later I'll figure out a way to get rid of it.
wrong faction unit crashes AI
This is the source of at least 1 problem. It's possible to have more than one problem, but this will surely cause a crash. So, that Cult mindworm has to either be deleted, or changed to a Cyborg mindworm. Unfortunately my experience with the Scenario Editor is that deleting units inside a city is rather clumsy and coarse. All units get deleted if you go that route. So, the less invasive procedure, is to change the ownership of the unit.
Using the Scenario Editor is going to mark my score as "Cheated!" That's not true, it's the game's damn bug and not my fault, but the anti-cheat mechanism is too stupid to know that. If I was very determined to protect my score, I'd have to find a way to solve the problem in the game, before it manifests in a crash. For instance in this particular game, I think one of my allies is at war with the Cyborgs. In principle I could declare war without harming my Reputation, then take over the base. In practice, I don't have any units that can reach the base. Also, having Lal flippantly declare war like that, is rather out of character for the "arch peacemaker" way I'm playing him. Anyways the point is moot for this game, it doesn't matter. I'm not playing this game for a score, I'm playing it to demo this version of my mod.
Activate Scenario Editor
The 1st step is starting from a saved game before the crash happens, activate the scenario editor.
accept the cheating
There's nothing you can do about being branded a cheater. You just have to live with it. If I knew a way to unflag this in the game's .sav file, I would. But I don't.
right click on offending unit
Right click on the unit that doesn't belong in the base and is causing the crash. This will bring up a menu. You know you're in the scenario editor because you've got an option you otherwise wouldn't, called "Edit Unit".
select Edit Unit
Select "Edit Unit".
select PLAYER
Select PLAYER. This brings up a menu that shows who owns the unit. You can use this menu to change the unit's owner.
change it to the base's owner
Change the unit so that it's just another part of the base owner's army. You might not want to use this technique if the unit is very advanced or very powerful, because it would give an advantage. However in this case the Cyborgs already know how to make mindworms so it doesn't matter. Even if it did matter, sometimes you just gotta do what you hafta do. Wiping out a base full of units just to solve this problem gives someone else an advantage, so this could be the least invasive technique.
the result
Look Ma, no more suspiciously weird inhabitant of the base! This is probably going to solve the crash, but strictly speaking, we don't yet know if this the only problem. We do want to save our work for this part of the problem, in case we have more to do.
toggle Activate Scenario Editor
You deactivate the Scenario Editor by choosing its menu option again, or using the shortcut key. You know you're out of the Scenario Editor when the center part of the panel looks normal again, with no terrain editing stuff. It'll also briefly flash a small message saying you deactivated it.
save game with a different name
When you save your game, don't just overwrite your old one. You might want that original problem game for a bug report, or to try to solve the problem without using the editor, or who knows. I mean, the sky might fall. I'm optimistically calling this the "fixed" version. If it isn't, well there's gonna be a lot of name clowning.