[FIXED] Polynesia DLC scenario crashes

V. Soma

long time civ fan
Joined
Apr 13, 2004
Messages
4,051
Location
Hungary
I love it...

- the maoi statues improvement
- the atoll tiles
- the polynesia music
- the scenario goal (culture)
- the Pacific ocean map
- the way it plays (builder game, but can have war, too)

and... I hate it:

- around turn 160 I get constant crashes, I can't finish the game...
 
I love it...

- the maoi statues improvement
- the atoll tiles
- the polynesia music
- the scenario goal (culture)
- the Pacific ocean map
- the way it plays (builder game, but can have war, too)

and... I hate it:

- around turn 160 I get constant crashes, I can't finish the game...
Yup, I got the turn 160 crash too. Reloading won't do a thing either.
 
Now I have the save file that has the turn I simply cannot get past... :(

I would attach it but I cannot find in any folder... eh... where can it be...?
 
Now I have the save file that has the turn I simply cannot get past... :(

I would attach it but I cannot find in any folder... eh... where can it be...?

mine're under:

my docs/my games/civ5/modded saves/single

good luck uploading it though man. my save uploads keep failing.
 
I try to attach the save file... but I also fail... what is going on here?
(I tried zipped, rared)
 
How close to victory, I played and one without saving, and I am not sure what turn it was. I won with the second civ 10 policies from victory and I played on the easiest setting.
 
I've played it through about 6 or 7 times with no crashes at all.

Since the forum is having trouble can those of you with repeatable crashes email them directly to 2K Greg?
2KGreg@2KGames.com

He'll get them along to the devs to look into. It appears to be a rare issue.
Thanks
 
I already sent a mail to him yesterday. Didn't know others were having this problem, too.

I got crashes around turn 110 and turn 137.
 
My game didn't crash, but I wound up with some serious latency. I'm not surprised others have had crashes. When I play the regular game, it's been performing a lot better since the patch but this scenario is screwed up somehow.

Also hate the way I can't have quick combat, even with my xml edit. Fortunately this scenario can be won with a minimum of battle.
 
By latency, do you mean that the game hangs for several minutes at the end of the turn?

Have you tried just waiting up to 10 minutes for it to come back?
 
By latency, do you mean that the game hangs for several minutes at the end of the turn?

Have you tried just waiting up to 10 minutes for it to come back?

Yeah, that's what I meant. It's never taken 10 minutes for the game to come back. Maybe 2-3. Actually everything seems a good deal slower in the scenario, despite a smaller map, fewer AI. I played it once and probably won't again.
 
Moderator Action: Moved to bug reports and edited the title a bit to make the crash issue more apparent.
 
I tried waiting for a long time, but to no avail. The mouse pointer turns into a windows pointer after 10 secs, and when the music track runs out, no new one will play.

The same thing in two different games, both as Tonga. It is not the same exact turn each time if I go back a few turns. I'll upload the save as soon as the site will allow it.
 
I have this issue too...its turn 151 for me...two games in a row playing this scenario. I did all the usual tricks:
Windowed mode
Lower res, no AA, earlier direct X
Updated all drivers and patches..(bios, video, audio, windows 7 to SP1)
Various compatibility modes
zooming in all the way before ending turn..

It still crashes on this turn for me... it only seems to affect the scenario as a normal game is fine.
 
Alright, correct me if i'm wrong but i may have figured out the Huge maps crashing after having been able to reproduce conditions on my system while playing the South Pacific custom map.

1) Your swap files might either be too low or provide enough maximum space for the code needs once a critical threshold has been reached. 3G/Ram here and a swap of 4600 with a max limit of 6200 still didn't let turn 135 continue.
thus...
2) The Video card (9600GT, here) has to counter measure the lack of simultaneous runtime UI swapping of relocatable calls in specific regions of the map itself.

It's always the same processing -- a simple activity somewhere can't find enough texturing slots in memory to trigger the necessary switch *AT* the exact UI rendering scope.

Lack of resources or wrongfully allocated stacks by the engine.
 
Same here, first time for anything.
I just sent 2kGreg the VS crash dump file (mdmp) which may provide some *EXACT* details to determine the cause... i doubt saves can help devs.

Saves are critical to the devs!! How else can they test their potential fixes if they don't have the save file to reproduce the crash?
 
What if they *can* reproduce a crash?
Does that solve any of the issues?
The VS dump is the only reliable source of exact conditions at the moment of the crash... it provides the entire diagnosis of a system state, reveals memory stack areas, pulls registry calls at specific addresses and gives them all they need to pinpoint at the exact cause.
Saves might be a static proof of whatever has *lead* to the crashing situation, but if the code itself is responsible then they just have to look no further than how they handle the stacks.
Yep, it is critical - to someone who doesn't want to bother looking at hexadecimals truth in memory while failing to believe me when i honestly said - IT crashed, fix it, you're the coder.
That's what C++ traceouts are for.
 
What if they *can* reproduce a crash?
Does that solve any of the issues?

It helps.
You attach the debugger to the process, set some breakpoints, load the game, and see what happens. Then you change some things, try to see if it crashes again, and so on, until it's fixed.
 
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