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).