TehJumpingJawa
Oct 10, 2008, 01:39 PM
Seems pretty universal - entering & manipulating the city screen gets pretty slow mid to late-on.
This is on a ninja pc that runs vanilla civ4 easy.
This is on a ninja pc that runs vanilla civ4 easy.
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View Full Version : mid/late-game slowdown when entering city screens TehJumpingJawa Oct 10, 2008, 01:39 PM Seems pretty universal - entering & manipulating the city screen gets pretty slow mid to late-on. This is on a ninja pc that runs vanilla civ4 easy. Volcanus Oct 10, 2008, 09:56 PM I'm experiencing this problem and its making that screen unusable, or at least the pain of using it is becoming unbearable. I rely on the City Screen(s), especially the production and warehouse screens, to keep my automated trade routes tuned properly. Is there a mod that can bring this data to the game user interface, instead of score card maybe? Certainly would make my game more enjoyable. Krupo Oct 11, 2008, 01:41 AM Picking what to produce happens by just clicking the city - a little mini-screen pops up letting you do whatever you want to do. I found the same problem, and I'm going to yell "J'accuse!" at a memory leak or some similar such gremlin - I think rebooting the game tends to fix it, by 'cleaning out' whatever the heck is stalling your memory. And I have 4 freakin' gigs of RAM. Stupid 32-bit programs... TehJumpingJawa Oct 11, 2008, 04:42 AM Stupid 32-bit programs... If it's a classical memory leak it's the programming language that is to blame, silly game programmers stuck in the past insisting they need to use an archaic language such as C++. Krupo Oct 12, 2008, 01:14 AM Memory leak - exactly the phrase I was going to use before I went all French on the topic. Volcanus Oct 12, 2008, 07:12 AM The Domestic Advisor screen is the one I was referring to. In my current game, the delay for this screen to appear has now become infinite. I have a save game which reproduces this defect. Perhaps it will reproduce it on some one elses machine. I'm running Vista 64-bit, on a quad core system with 4gigs of ram if this is the problem. Ethan211 Oct 13, 2008, 07:12 PM Yep, this happens to me as well. I'm running the game on a pretty marginal machine [a Thinkpad R51 with a 32MB graphics card] but everything else is entirely playable; while my framerate can drop pretty bad when the screen is scrolled quickly, that isn't a dealbreaker with a strategy game. I was wondering if I was the only one who experienced this, because I certainly agree that it's a necessary screen if you like the automated trade [and who doesn't?] Ethan211 Oct 17, 2008, 06:52 PM Ok, so I think I've found the answer in one of alpaca's posts: "By the by, the whole system of having all trade routes exist as game objects needs to go. They should have an in potentia existence when a wagon is assigned but right now, the game creates n*m new trade routes for each good where n is the number of export and m the number of import orders, and puts them on the interface - insane! The worst is you can't use the domestic advisor anymore..." I'm going to see if this works next time I play, but I'm pretty sure it's the ticket. Update: Yep, this is the problem. The more possible trade routes there are, the longer it takes for your domestic advisor to pop up. I just had my game go from literaly like two minutes for the screen to load back down the the blink-of-an-eye after I deleted all of my import/export orders. The way I had it set up was for every city to automatically export any and all goods they have unless they're going to be needing them, but apparently this isn't a workable strategy with the current implementation of automatic trading. Keep an eye on http://forums.civfanatics.com/showthread.php?p=7358651#post7358651 and there might be a more general solution along shortly, but until then just keep your trade routes to a minimum and you'll be all right. kirrua Oct 26, 2008, 09:12 PM On the first lengthy game that I played, maybe 1.5 hours in, I experienced significant slowdown when entering cities, assigning professions, loading cargo, etc etc. Restarting the game seemed to fix the problem. If it's a classical memory leak it's the programming language that is to blame, silly game programmers stuck in the past insisting they need to use an archaic language such as C++. This is, of course, a ridiculous assertion. That restarting fixes the problem points to a leak, but far more likely than leaked memory is a resource leak, against which garbage collection and more "modern" languages are no proof at all. It takes a great deal of work and skill to write a game like this, neither of which is necessary when writing an ignorant, unhelpful post on the bug report forum. |
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