C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

@Thunderbrd look into this plz to begin fight the memory limit of the 32bit main game engine.

http://wiki.tesnexus.com/index.php/2-4GB_game_memory_limits_and_solutions
That stuff is already done automagically on 64bit system.
That is game will always be able to use 2900 MB of RAM it can use on system with >6 GB RAM (Windows and other stuff needs breathing space too).

Your map is simply too large to survive to space age.
And even then multimaps may be in 5 - 10 years - I bet someone will do simplified C2C on Thrive game by that time.
Or someone else develops such detailed civ game on multithreaded 64 bit engine.
 
There are always ways, like we did on my Ultimate-Galaxy map for stellaris. I never had a RAM problem for now on my map/scenario here. But saving RAM is always good. I trust Thunderbrd and others to develop it further and all of this is not done by 64bit systems automatically. As i told you... :crazyeye::) So stop your negativ waves now its enouth! :)


Also there are some patches arround to use 4GB RAM, not 2900 already, look here, so something can be done if needed. https://www.ryadel.com/en/increase-memory-limit-32-bit-x86-exe-64-bit-x64-windows/

Look here for detailed information and possibilities, dont looks to hard because sourcecode is available. https://accu.org/index.php/journals/1875

Also C2C will stay always on the top because if someone else developes something like C2C then C2C will be again 5 years ahead. :goodjob:
 
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From your first link:
If you’re reading this, you are most likely dealing with an issue regarding a 64-bit Windows machine (such as Windows 2008 Server, Windows 2012 Server, Windows 7, Windows 10 and so on) and a rather old, 32-bit (x86) executable file with some memory issues.

If you already did some research, you might also be already aware of the fact that any single 32-bit application can use a maximum amount of 2GB of RAM, regardless of what your system actually has. This basically means that you cannot fix your issue with an hardware upgrade.

This leaves you with two alternatives, both software-based:


  • Get the x64 build of that application, or – in case you developed it first-hand – build it for 64-bit machines.
  • Patch the x86 executable files so it can use more RAM.
We cannot manipulate the exe in any manner here.

The second link suggests there could be a potential there to allocate more memory later for the game, which is possibly something we could utilize, but I don't know much about what it's discussing and a lot of it is greek to me. Maybe @alberts2 or @AIAndy could comment?
 
There are patches/tools already that manipulate the .exe so it can use more RAM, that can be tested. On HOI III black ice mod they provided a new exe file to support the mod also. (black ice podcast tfh exe) Other stuff @alberts2 or @AIAndy may know.
 
Ok, I didn't think that was possible so in continuing reading, I see what you're referring to. I would like to see if it works so I'll try it later.
 
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Stellaris is 64bit. Civ4 is not.

Already done (by Firaxis). You can use e.g. the CFF Explorer (https://ntcore.com/?page_id=388) to check that.

Ultimate-Galaxy was a engine problem and problem if you dont have enouth RAM, i mention this because there are always ways.

"Already done (by Firaxis). You can use e.g. the CFF Explorer (https://ntcore.com/?page_id=388) to check that." If this is already done it should already be able to use 4GB not 2900? Look into it exactly and look into the other options.
 
i mention this because there are always ways.
If only ... if the team had access to the exe source you might be right, but with this limitation there are constraints that no modder can go beyond. This is especially annoying because with 16bit the limit was 10 times as high as it "should" have been (640k instead of 64k - described in more detail at https://en.wikipedia.org/wiki/Conventional_memory and https://www.xtof.info/blog/?p=985 for anyone too young to remember the "marvels" of DOS).
 
If only ... if the team had access to the exe source you might be right, but with this limitation there are constraints that no modder can go beyond. This is especially annoying because with 16bit the limit was 10 times as high as it "should" have been (640k instead of 64k - described in more detail at https://en.wikipedia.org/wiki/Conventional_memory and https://www.xtof.info/blog/?p=985 for anyone too young to remember the "marvels" of DOS).

Well write to sid meier he should provide the community the old .exe source or hack it. :thumbsup: Also there are some more ways, look my previous postings, if there is no way then there must be one developed or save more to the harddrive. How these tools manipulate the .exe without having the source? So more manipulation may be possible...
 
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BUG/PROBLEM: Had a small error message on AI civ kill, dont looks big. Next message was iroquois civ was destroyed. Screenshot...

Also i looked into the AI civs, AI looks very good now, good gold management and AI is building myths like hell, meens they hunt good also looks like good unit building, good selection of units. Second screenshot...
 

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How these tools manipulate the .exe without having the source?
I don't know. That's what makes them rather impressive. Sid Meier doesn't own the EXE, Firaxis does and due to their business agreements with Gamebryo, the graphic engine, they cannot release more source code than they already have - they also apparently regret how much they did for IV because V and VI are much more hidden than what we have access to.

A shame we already have hacked the exe as far as is possible... I thought something was odd when it was saying we couldn't get more than 2gb ram use since we do get up to about 3.7 before a MAF.
 
I don't know. That's what makes them rather impressive. Sid Meier doesn't own the EXE, Firaxis does and due to their business agreements with Gamebryo, the graphic engine, they cannot release more source code than they already have - they also apparently regret how much they did for IV because V and VI are much more hidden than what we have access to.

A shame we already have hacked the exe as far as is possible... I thought something was odd when it was saying we couldn't get more than 2gb ram use since we do get up to about 3.7 before a MAF.

Look into this, i dont know exactly if you can do that without the exe source but maybe something can be done with dll coding. Also looks like the
LARGEADRESSAWARE can be increase somehow, if there are tools that can activate this in the exe without sourcecode it may be expanded... microsoft coder tells something here:

Out of memory? Easy ways to increase the memory available to your program:
https://blogs.msdn.microsoft.com/ca...ncrease-the-memory-available-to-your-program/

Otherwise maybe there are ways to save units onto the hdd not into RAM or something and load only units visibile on screen.

This is interesting also but looks like someone will keep that secret, no link still working. But you can look into "using shared memory" and maybe something can be done with dll coding to split the RAM usage.

https://devblogs.microsoft.com/oldnewthing/20090706-00/?p=17623
 
Look into this, i dont know exactly if you can do that without the exe source but maybe something can be done with dll coding. Also looks like the
LARGEADRESSAWARE can be increase somehow, if there are tools that can activate this in the exe without sourcecode it may be expanded... microsoft coder tells something here:

Out of memory? Easy ways to increase the memory available to your program:
https://blogs.msdn.microsoft.com/ca...ncrease-the-memory-available-to-your-program/

Otherwise maybe there are ways to save units onto the hdd not into RAM or something and load only units visibile on screen.

This is interesting also but looks like someone will keep that secret, no link still working. But you can look into "using shared memory" and maybe something can be done with dll coding to split the RAM usage.

https://devblogs.microsoft.com/oldnewthing/20090706-00/?p=17623
What you're pointing to is basically what Koshling already did with the graphic paging. I think. This level of programming is way over my head.

EDIT: Well, partially - we've done everything we can already with the first link. I believe the second half of that discussion, and the discussion in the second link, would only apply during the setup portion that takes place in the source hidden exe. He's giving an instruction on the 2nd link to do something I have no idea what he's talking about.
 
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Yeah the graphic paging is cool. Looks like if the exe is LARGEADRESSAWARE enabled somehow it can be set to use seperate segments of RAM for program parts or it can be programmed that way. Koshling graphic paging is the best prove something can be done to go further where no civ has gone before. :thumbsup:

You get the MAFs wit 3.7 on win 64 bit? or 32 bit?
 
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Looks like if the exe is LARGEADRESSAWARE enabled somehow it can be set to use seperate segments of RAM for program parts or it can be programmed that way.
It already is and we're already using it to the fullest.
You get the MAFs wit 3.7 on win 64 bit? or 32 bit?

It's a 32 bit program. If it was 64 bit we wouldn't have this problem at all because we'd have access to a whole lot more naturally.
Koshling graphic paging is the best prove something can be done to go further where no civ was before.
That's true but it may well be the last big trick available to us.

I do intend to change over some data storage to more efficient models and see how much room we get out of that at some point. But I gotta say, it's a lot of work for very little obvious benefit right now and may well not expand our ultimate limitations much.
 
RAM usage is increasing as more units come into game, you can test that by going to WB if you get MAFs and delete an entire civ with one click. If units RAM usage can be conserved somehow then it may work mostly endless. But also there must be ways to use these pointers to set parts of the game into other RAM segments and increase the 4 GB limit. My map/scenario was tested with the world full of citys and no MAFs... most RAM usage must be the units, buildings are only loaded if you enter city i think.

Increase stuff saved to hdd not RAM and it will help alot. Loading the empty start map has low RAM usage.

First look should be to save the units in a city not out in the field to hdd not into RAM. Only load them if needed or the city is attacked.
 
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