Then two 4 player games crashed at around 400 and 10.
turn 40 rather
Then two 4 player games crashed at around 400 and 10.
So that's why Civ5 patch was delayed up to BtE release.
It was released shortly after disappointing BE release. It broke Civ5 multiplayer. 50% of Civ5 multiplayer community never bought into BE and were content with Civ5.
>10/24 BE release
>poor reviews/sales
>10/27 corrupted Civ5 patch (addressing issues previously unresolved for nearly a year)
>Now: Civ5 multiplayer unplayable (crash 95% of time turn2-40)
Firaxis: 'Why don't you buy BE while we figure this out'
This is not a coincidence. This is a calculated and truly pathetic ploy to garner more sales for BE from existing Civ fanbase (a mojority of hardcore Civ5 multiplayers have 0 interest in singleplayer and low interest in BE).
Shame on Firaxis. Person who came up with this idea should be fired, although I would not be surprised if it was one of the execs.
It was released shortly after disappointing BE release. It broke Civ5 multiplayer. 50% of Civ5 multiplayer community never bought into BE and were content with Civ5.
>10/24 BE release
>poor reviews/sales
>10/27 corrupted Civ5 patch (addressing issues previously unresolved for nearly a year)
>Now: Civ5 multiplayer unplayable (crash 95% of time turn2-40)
Firaxis: 'Why don't you buy BE while we figure this out'
This is not a coincidence. This is a calculated and truly pathetic ploy to garner more sales for BE from existing Civ fanbase (a mojority of hardcore Civ5 multiplayers have 0 interest in singleplayer and low interest in BE).
Shame on Firaxis. Person who came up with this idea should be fired, although I would not be surprised if it was one of the execs.
The patch has as of yet not been fixed to allow for multiplayer.
Yesterady got a 6 player game all the way to turn 100. Our theory was to not use the in-game chat, it sounds far fetched, but at that point everything else had been tried.
Then two 4 player games crashed at around 400 and 10.
The patch just plain broke the game.
^^ Germany, France, and Japan got buffs with BNW, not a patch.
Logs are found in mygames/civ5 folder. You need to enable logging in the config.ini file first.
This is what I have in my config.ini on logging:
Spoiler :
[Debugging]
; Set to 1 to enable the fire tuner to connect to the game.
EnableTuner = 0
; Set remark levels (ex. /R0 /R1:Video - means all off except video level 1) (default "/R1"
Remarks = /R1
; Set remark log filename; empty for no remark log
RemarkLog =
; Sets a breakpoint on a specified object allocation order number (debug only).
CrtBreakAllocNum = 0
; Set to 1 to validate memory on allocations
MemoryManagerValidateOnAllocation = 0
; Set to 1 to validate memory on deallocations
MemoryManagerValidateOnDeallocation = 0
; Frequency at which to do memory validation (in operations) 0 = off
MemoryManagerValidationFrequency = 0
; Set to 1 to send FRemark output to the tuner
SendRemarksToTuner = 0
; Set to 1 to enable mem tracking when using a mem tracker build
EnableMemTrackerSystem = 0
; Set to 1 to do various embedded memory tracker dumps
DoMemTrackerDumps = 0
; Set to 1 to disable hotloading of objects
DisableHotLoading = 0
; Set to 1 to enable asserts in debug mode
EnableAsserts = 1
; Set to 1 to have loose files override PAK files if the loose file is newer
LooseFilesOverridePAK = 0
; Set to 1 to quiet D3D warning and leak msgs
D3D Mute = 0
; Sub-directory where the game code DLL resides, set to empty string to let the game decide
GameCoreSubDirectory =
; Set to 1 to disable hotloading of objects
DisableHotLoader = 1
; Enables the use of the standard Lua debug library.
EnableLuaDebugLibrary = 0
; Set to 1 to enable the dialog popup for asserts in multiplayer
EnableAssertDialogInMultiplayer = 0
; Validates the game database whenever it is changed.
ValidateGameDatabase = 0
Spoiler :
[DEBUG]
; upload assert logs and crash dumps to the server
UploadReports = 1
; Delete reports after uploading to the server
MoveReports = 1
; Controls the threading strategy: (0=default,1=no display lists,2=one DL per command set, 3=split mode, 4=aggregate mode)
ThreadingMode = 0
; Number of commands per diplay list to aim for in SPLIT and AGGREGATE thread modes
TargetJobSize = 100
; Enables stack-trace collection on random number generators and FAutoVariables. Slightly slower and uses more memory
EnableOutOfSyncDebugging = 1
; Set App on Auto-Run
Autorun = 0
; Number of turns to autorun before exiting (0 for no limit)
AutorunTurnLimit = 0
; Enable message logging
MessageLog = 1
; Enable rand event logging
RandLog = 0
; Enable synchronization logging
SynchLog = 0
; Enable AI logging
AILog = 1
; Enable Builder AI logging
BuilderAILog = 1
; Enable Serialization logging
SerializationLog = 0
; Enable Tutorial logging
TutorialLog = 0
; Enable Tutorial debug window
TutorialDebug = 0
; Split AI Logging into separate files for each Player & City
PlayerAndCityAILogSplit = 0
; Overwrite old network and message logs
OverwriteLogs = 1
; Enable the logging system
LoggingEnabled = 1
; Show combat debugging overlays
CombatDebug = 0
; Enable AI performance logging
AIPerfLog = 0
; Use a background thread for asynchronous D3D submission.
ThreadedExecute = 0
; Maximum number of frames to allow D3D to queue up. 0 means default. DX11.1 only
MaxFrameLatency = 0
; Saves the game after the human player presses 'next turn' but before the game logic advances
PostTurnAutosaves = 1
[TextKey Settings]
; Enable triggered sounds from units (3dsmax Note tracks) (default 1)
Enable markered sounds = 1
This is probably a user error, is my guess. Do you have any mods installed? Are your install fresh? Try validating your files in Steam.
Alright, just hosted a 4 player game - game resynced in between turns 9 and 10, and crashed (frozen, then after 2 minutes killed via task manager) at turn ~ 28.
Logs are posted. Can someone please analyse them.
No one in the game had EUI or any mod (and so I'm told).
I'm usually a good host, hosted multiple games 200 + turns fine (apart from the usual BNW issues).
Alright, just hosted a 4 player game - game resynced in between turns 9 and 10, and crashed (frozen, then after 2 minutes killed via task manager) at turn ~ 28.
Logs are posted. Can someone please analyse them.
No one in the game had EUI or any mod (and so I'm told).
I'm usually a good host, hosted multiple games 200 + turns fine (apart from the usual BNW issues).