phungus420
Deity
- Joined
- Mar 1, 2003
- Messages
- 6,296
Well, if you don't like the legends concept, you can easily just remove them as well.
Well I've thrown most of my focus behind the Legends of Revolution mod. But I'm still curious, is WolfRevolution 1.4.0 working well for those who are sticking with it?
You don't have this problem with default Wolfshanze? I would think it's related to the high poly count units from that core mod.
It seems to work fairly well. I play Huge/Marathon, which seems to be a known problem. Once I got out of the BCs, it would start slowing down, the time between turns would become longer and longer, and it would inevitably seize up or CTD. I'd load a save (I save every few turns with this), and I'd be fine for about 10 turns or so, but things would start slowing down, yadda, yadda. I finally minimized the graphics, froze the animations, went with Quick Moves/Battles, etc, and it seems to perfrom much better. I'm about 1400 AD currently, and it seems it's doing much better with everything minimized, although I still save every few turns as I get very random crashes. I assume this is all Vista-related.
Also, a quick word of advice for windows vista users: make sure to run WolfRev (or any mod that has BUG incorporated) as an administrator (rightclick on the shortcut, and the option should be the second or third one listed).
Vista64 (non-standard install path gets around Vista access errors), Quad-core, 8GB RAM 512MB on the GFX card plus it can steal 2GB from regular RAM......
Just a note on the whole bit thing. Been studying up on C++ at the library since I'm doing SDK modding now, and learned some things. Basically what the Bit refers to is how many bits per byte can be stored.
When an aplication does things like store values for variable or whatever, C++ assigns certain amounts of RAM for the storage. So for a standard integer it will sets aside 4bytes. So basically a 64 bit system doubles the ammount of storage capacity for things stored in the RAM. For Civ4, I don't think this makes one lick of difference, but for some applications this is obviously necessary.
Of course, if you run a 32bit app on a 64bit OS, it still can only make use of 4 GB at most, as its pointers are 32 bit and thus cannot address / allocate more than that.
So it wouldn't matter if you had a machine and operating system that could handle more than 2GB. Basically, without making Civ4 into a 64-bit program (impossible, I know...you'd have to start from scratch, right?), you are limited to using 2GB of RAM for the game. If the game requires more than that, you're basically screwed, right?
From what I have heard, Vista 64bit can give up to 4 GB of RAM to a 32 bit app, unlike e.g. XP or Vista 32 bit. That also is the absolute maximum a 32 bit app can allocate (that they only get up to 2GB under Vista 32 is a limitation of the OS, not the app).
There have been reports that there are no MAFs with Civ on Vista 64 because of that (as any mod which would still MAF with 4 GB is bound to do so a lot earlier in a 32 bit environment). So because of that, having a 64 bit Vista might actually help, but it 'only' allows a jump from 2 GB to 4 GB, unless you have a 64 bit CIV, you cannot exceeed that limit.
Having said that, I do not have Vista 64, so I do not speak from my own experience.
Yay! So there is at least some hope, then! That's good. If I end up getting a new computer soon, I'll know to get a 64-bit one with Vista 64 and at least 4GB of RAM. I'm glad to hear that that's not totally useless.
But it does sound like huge maps with lots of 20,000 poly-count tanks would be the upper limit even for a 64-bit computer.