I have an Nvidia 6800GT. I believe it's an EVGA and it runs flawlessly. Everything runs great. Only problem I have it stuttering sound in wonders but that appears to happen towards the end of the game on the late wonders. All the early wonders are great regardless. Just stuttering sound on late ones. I'm wondering if it's a problem with memory somehow considering how many moves are taking place in the background with 10 civs all moving while my wonder is playing. In any case. My video has been perfect.scloopy said:does anyone have a suggestion for the best graphics card for the Civ IV game.
You can turn on the grids from the main screen just below the scores from you and all the other civs... it's a little button on top of the mini-map.Own said:Don't know if this is a "bug" but I can't turn on grids, I need those to see (no option in the options menu).
Steps: Try and turn on grids.
MarcAntiny said:I have an Nvidia 6800GT. I believe it's an EVGA and it runs flawlessly. Everything runs great. Only problem I have it stuttering sound in wonders but that appears to happen towards the end of the game on the late wonders. All the early wonders are great regardless. Just stuttering sound on late ones. I'm wondering if it's a problem with memory somehow considering how many moves are taking place in the background with 10 civs all moving while my wonder is playing. In any case. My video has been perfect.
Not a problem. Glad to help. You can find these cards on Newegg.com at good prices. Only place I really shop for hardware anymore. I also have 2GB of low-latency Ram and I'm sure that helps game performance.scloopy said:Thanks much we are going to have to replace my husband's video card and it is better to hear from someone who is hands on with specific cards.
Thanks again
Markstar said:Nice list.
I started a similar list on the 3rd over in the Technical Support Forum (-> here) and added a "annoyances" section there as well.
Edit: One of the major bugs imho is that some (quick)saves can't be loaded anymore (game crashing to desktop).
Oh, no problem at all - I had problems finding my own thread at some point as well.Ginger_Ale said:Sorry - that's my fault. I looked in the Tech Support forum, but your thread wasn't stickied so I didn't see it. My bad.
panzooka: Will add those.
View attachment QuickSave.zipMarkstar said:Bugs
- regular crashes (~2-10 times in 60min) while playing: sometimes reboot, sometimes (more often) to desktop. // it's hard to say how to reproduce this, but imho this should be added since sooo many people experience it (including me on 3 computers; 2 with ATI, on Geforce)
- return to desktop when loading a quicksave: when loading a save, the game would simply quit. // I attached a quicksave (of course there were no errors when saving it) that illustrates my point: when you load it from the main menu it crashes to the desktop, when loading it from ingame, you get a screenshot like this
...of course there should be cities, improvements and units visible there.![]()
MAJOR annoyances:
- THE GAME IS FREAKIN' SLOW!!! (even of fast machines - in my case AMD 3800+, Radeon 9700Pro, 1GB RAM, clean installation of WinXP) // I guess this should qualify as a bug since I am well above the specs and it is still pretty much unplayable. Plus there are so many others with the same issue that imho it should be proof enough that there is indeed something wrong with the game.![]()
- it's even slower the more you know about the world map (becomes very evident if you trade for the world map)
- loading a save takes forever (even when a game was already open)
- selecting a unit in a large stack is a pain in the - oh well, you know what I mean. Example: You move 30 units at once but want to select one of the last ones next round. You scroll to the unit, select it and then it selects them all and jumps back to the beginning. // easy to replicate: Just move to (large, > 5) stacks of units on one tile. Next turn, scroll to the last unit and select it. Now all units that came from the same tile and you will be back on the far left. => Just give us the old right-click menu back (but I guess it's too late now)
- when attacking the computer should select the unit with the best chances of winning - it doesn't. //mmh, don't have an example ready but I noticed this when you have promotions that tip the favour to another unit
- go-to commands are slow (reminds me of Civ3 multiplayer)
Minor annoyances: // Bug or Feature?
- Foreign Advisor (F4) quits after talking to another leader //well, just try it
- map settings (grid lines, etc) are not remembered after reload (which means they have to be adjusted every time) // easy enough to reproduce for everybody
- tech tree in-game is not really showing what ALL the prerequisites are // just take pretty much any advanced tech as an example
- the sort order in the Domestic Advisor (F1) is changed every time (would be nice to remember the view like in Civ 2 & 3) // sort it, exit the Domestic Advisor, then open it again, the sort order is gone.
- the civilopedia only displays the icons in the main view (but at least you can randomly click on one and get the list then) // omg, soo annoying. Also, hyperlink for everything or nothing at all - how lame/sloppy not to fully implement it![]()
- when using a great person to rush a tech that one is working on, the benefit should be displayed right away (I have to change the tax rate before it shows) // simply rush the tech and look at the science bar
- last save-directory not remembered
Ginger_Ale said:4. Tutorial
Bug: There are several bugs including: if you save the game and reload later, it will give you a Conquest victory. If you have to work a tile that a forest has grown on and don't have the tech that enables forest-chopping, you can't continue. A typo includes spelling "then" instead of "than" for the line "Archer units are stronger then Warrior units."
Ginger_Ale said:5. Edge of Minimap
Bug: The terrain on the edge of the map does not merge with the terrain on the other side, creating a subtle line (where MaxX and MinX meet).Steps to Reproduce:1. Start a game and explore the edge of the map.Additional Info:People who have reported this have also reported the Yield Display bug.People have also reported workers walking on water, possibly due to the map seam.
Civilization Globe View
Civilization IV can seamlessly zoom from a detailed, close-up view, all the way out to an outer-space globe view. The sole purpose of the zoom could have been just for great eye candy, however, Civilization uses this distant zoom level to help visualize and interact with game elements that are too wide-scale to be visualized at closer zoom levels, for example cultural spread, military threats, resource locations, and city prosperity. The seamless transition from the detailed Civilization world to the globe view is achieved using a textured impostor and an incremental morphing algorithm. At a specific camera zoom level, the engine's terrain is replaced with a low-resolution approximating mesh. By texturing this mesh with an image of the actual world we are able to turn the creation of the globe from a massive and complex transformation problem into a single morphing problem.
One of the main problems with using a globe in a game like Civilization is that the globe system needs to work with a wide array of different map dimensions. To understand why this poses a problem, just try bending a piece of paper into a sphere. What you will find is that certain paper sizes are amenable to "spherization" while others require heavy deformations in order to fit the proper shape. To avoid these visual distortions altogether we came up with the virtual sphere approach to globe rendering. Rather than bending the terrain into a full sphere --- that is, bending it a total of 360 degrees so that the globe's east edge touches the west --- we only bend it a small fraction of that amount, usually about 150 degrees, leaving us with only a small segment of a full sphere. While this solves the distortion problem because it reduces the amount of deformation applied to the mesh, a new problem exists: the resulting world no longer looks like a sphere. The virtual sphere approach solves this problem by rendering a second copy of the partial sphere transformed such that the opposing edges of the sphere appear to line up. This illusion is quite effective, going unnoticed by all but the keenest of observers.
KainArg said:This is not a bug, it's just the way Civ IV was made. I found this info on a doc in the official fansite kit: