Hello everyone & sorry I haven't posted in a couple days but I've been busy handling some unexpected & important real world issues. I'm also going to be out of town for the next 3 days.
I'm always open to suggestions but you may want to hold off on them for a bit until I can get the MAF (Memory Allocation Fault) problem under control with my basic modpack.
I might as well let everybody know now that I'm putting the Full Version on hold until I can figure out the MAF error. I've run 3 test games the last couple evenings and each one has given me a MAF in the late Modern Era so I know there is definitely a problem. The last test game I ran last night gave me a MAF with just the stock unit art (No Unit ArtStyles) so I will concentrate on testing different aspects of the BUG Mod next week.
Basically, I'm saying that I don't know if I want to spend a large amount of time adding more to the Basic modpack if it has an error that the Full version will just inherit. I realize that other large modpacks have had the MAF error also and maybe it's just something to do with CIV4 not liking large modpacks, I don't know.
Also, please note that I want to play the Full version of my modpack just as much as a lot of you all do too. There were a lot of things in my Warlords Modpack that I liked such as the extra religions & resources so I will do my best to figure out this error.
Thanks to everyone for their patience.
Amra, my own testing shows that I always get a MAF when I try to load a save after I've been playing a game in the mod. (as apposed to exiting the game, then restarting the game, and then loading the save). I also have a fairly good shot at getting the MAF (about 50%) when playing into the medieval ages, then going into the world builder screen (either on loading it or switching back).
In vanilla BTS, I can go back and forth into world builder constantly.
Here's my theory (and it's just that since I have yet to conceive of a way to test it): There are allot of logging functions in the BUG mod. You should look at their .ini (actually they have 2 and both are huge!) So, all of this loggin information accummulates as you essentially record all of the game history. Keep in mind that all of those messages you see pop up during the game are getting recorded. (see CTRL+TAB) Now, in addition to the growing data pile that the game holds in virtual memory while you're playing, you also have a game engine in Civ 4 that also keeps all of the unit positions and graphics information in virtual memory. Now, your graphics are freakin' awesome! But, unless every civ is using the same art files, etc...i.e. not ethinically diverse, then Civ 4 also ends up juggling several different versions of files too.
Some of this juggling occurs in an active status (presented to the player when in los (line of site) or when in world builder (no fog of war)). So, in the later stages of the game, due to espionage, satellites, and your larger empire, you can see ever increasing chunks of the map.
Now, active information (again stuff which results in viewable information to the player) takes up more virtual resources than passive information (stuff which the AI sees as just 0's and 1's and uses to calculate its turns, etc...but obviously no graphics information), and passive information isn't nearly the hit on virtual resources that active information is, but passive carry-over still causes problems on larger maps and leads to earlier MAFs during game play.
Let's assume that the above is true. Ok, now what if BUG also causes logging information to be stored for the AI? Or, what if said logging info has always been stored for the AI by CIV 4, even without a mod? So, you have that mounting drag on virtual resources, compounded by the ammount of combat, number of promotions, negotiations, city foundings, city raizings, technologies being researched, and number of civs, and indirectly, the size of the map, and your game speed.
Now, compound that last paragraph with the fact that we have so many beautiful art files with your awesome mod!
Unfortunately, I think it comes down to finding a way to re-direct the game history logging information. I don't think there is a way to change how civ 4 manages the virtual information for fog of war and all of the city locations, unit infos, etc...for the AI and the player. I don't know what happened between warlords and BTS to make this memory management so untennable.
Perhaps if the game didn't have to store all of the game history logging info in its virtual memory, but instead created a separate file that it kept updated like a separate xml or html file that was totally independent of the game? You'd have to play in window mode though, but if a programming genius (such as yourself) could make that happen, it would probably aleviate much of the issue.
In terms of my own testing, standard continents maps seem much more stable (using default number of AI) than large Terra maps with 10 total civs. So, it's definitely a virtual memory store issue. The larger your map and the more civs you have, the faster you reach the MAF issue. I also beleive that you hit the MAF issue faster (tech period wise, e.g. Medieval vs. Modern) when in epic speed mode vs. normal. This last aspect points to the number of units being a factor, but also the ammount of information being logged by BUG.
Best of luck to you, I hope the above helps. I only wish I could code half as well as I seem to be able to find problems