vyyt
Deity
I think Civ5 is a 32-bit program, so it should not be able to address more than 4 Gb - given that you are running other processes (system, network, antivirus, etc.), 8 Gb should be just fine.
I think Civ5 is a 32-bit program, so it should not be able to address more than 4 Gb - given that you are running other processes (system, network, antivirus, etc.), 8 Gb should be just fine.
ohhhh, but I'm experiencing sudden slow downs and whenever I make more units and reveal the map, I increase the usage of ram, from 7.55gb, to 7.65 in just creating 3 more units, and no, I'm not running antivirus, just system processes of win7, and Civ 5 only.
These have been reworked to be compatible with VP: http://forums.civfanatics.com/threads/vox-populi-compatible-civilizations-showcase.574461/What civ packs are balanced for VP? Can we just throw anything in and expect a balanced game?
These have been reworked to be compatible with VP: http://forums.civfanatics.com/threads/vox-populi-compatible-civilizations-showcase.574461/
Custom civs are generally under-powered (or broken) VS Vox populi civs.
I seem to remember Gedemon put out a fix for his 43 civ DLL that made leaders 23-43 show up as 2-D leader screens. Is there any way to incorporate that or something like it into this mod, or should I get used to looking at the Hanging Gardens screen currently replacing leaders?
am I correct this beta only work with 10-12 version? is it a simple code change we can do to make the latest beta work with 43 civ (with the latest source from git)?
I can't get the city states to work. Every time i start a game on Communitas or standard maps i don't see the city states beeing processed at end turn.
Doesn't matter how many civs + city states i'm selecting. I can select the 43 without any problem. But with lower # of civs you should expect City states.
I got a exactly same problem. I thought it's only mod conflict I'm using, but it happened to you, too... I have no idea