Chronicles of Mankind

I am having constant problems with crashing. I am using large maps. Does deleting and reinstalling help at all, or is that a pointless exercise? I don't get problems until early modern era and then it becomes hard work if you know what I mean. Sometimes crash errors pop up and sometimes it just closes.
Can you post any save file? Thx
 
@Walter Hawkwood kindly provided me with his models :)
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Yeah sure. This is my latest game which I was enjoying. But doesnt take long before it crashes.

I am finding most games I start is the same, meaning I am yet to complete a full game with the mod active.
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I could continue your game some turns.
This is how much I could investigate for the moment. Will look into it more later...
 
Yeah sure. This is my latest game which I was enjoying. But doesnt take long before it crashes.

I am finding most games I start is the same, meaning I am yet to complete a full game with the mod active.
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Well, have been running AI autoplay for another 50 or so turns without any crashes, so the issue is on your part.
I suggest to try closing all other programs to get enough memory for the game. Browsers can eat up a lot of memory if many tabs are open, for example.
 
Thanks @Nexus for taking a look.

I have been having this on a few game attempts. I may delete and reinstall everything. Plus play without browser/e-mail open. Fingers crossed as it has been enjoyable until the crashes.
 
Thanks @Nexus for taking a look.
No problem :)
I have been having this on a few game attempts. I may delete and reinstall everything. Plus play without browser/e-mail open. Fingers crossed as it has been enjoyable until the crashes.
Just a note: My last game was a Gigantic/Eternal game. I alone hade 100+ cities in the industrial era and I don't recall any crash. At least there weren't any game breaking ones.
 
Thanks @Nexus for taking a look.

I have been having this on a few game attempts. I may delete and reinstall everything. Plus play without browser/e-mail open. Fingers crossed as it has been enjoyable until the crashes.


Turn down your graphics settings. AA to 0, Render to Low, Globe quality and Movie quality to Low. This helps a lot
 
Turn down your graphics settings. AA to 0, Render to Low, Globe quality and Movie quality to Low. This helps a lot
Thanks. Yeah I will do.

I may do a full factory reset on the PC, as want to get a game finished but dread starting another in case I invest many hours for problems to occur. Which I appreciate is my end.

Thanks for your help and guidance lads.
 
I hope I'm on the right place to post a bug report (alongside a couple of feedbacks) :

I think the slavery -> agrarian transition is bugged : after doing it, I still can't build the barn, and still get slaves a lot of time / every time I defeat an opponent unit. So it's as if I had a partial transition applied.

The revolutions feature (where you leave power for a number of turns) doesn't "fully" remove control so you still get the other revolutions events decision pop-up and these can trigger a new revolution (where you can either refuse control for even more turns or take it back earlier) or a classic separatist revolt where if you refuse the rebels demands you get back control earlier.

The mod otherwise looks extremely interesting and I already played it a lot recently. Quite frustrating to fail the "greed" quest because the barbarians take the targeted city and you only get it one turn after. Maybe a condition to take the city and keep it for 5 turns (both for winning and failing the quest) would help with that.

Also an option to peacefully release vassals / do something with the cities you have that are "too much" withe the size limit could be helpful.
 
I think the slavery -> agrarian transition is bugged : after doing it, I still can't build the barn, and still get slaves a lot of time / every time I defeat an opponent unit. So it's as if I had a partial transition applied.
Have you also applied the Patch 1.3.2 ? That bug should have been fixed long time ago.

The revolutions feature (where you leave power for a number of turns) doesn't "fully" remove control so you still get the other revolutions events decision pop-up and these can trigger a new revolution (where you can either refuse control for even more turns or take it back earlier) or a classic separatist revolt where if you refuse the rebels demands you get back control earlier.
Personally I have never encountered such a situation. But even if I did I wouldn't know what to what to do with it because it's part of the delicate Revolutions modcomp. Sorry.

The mod otherwise looks extremely interesting and I already played it a lot recently.
Thank you :hatsoff:

Quite frustrating to fail the "greed" quest because the barbarians take the targeted city and you only get it one turn after. Maybe a condition to take the city and keep it for 5 turns (both for winning and failing the quest) would help with that.
Which is this quest exactly? Do you have a save file before failing it? Please upload it

Also an option to peacefully release vassals / do something with the cities you have that are "too much" withe the size limit could be helpful.
That's another thing beyond my reach unfortunately :(
 
I hope I'm on the right place to post a bug report (alongside a couple of feedbacks) :

I think the slavery -> agrarian transition is bugged : after doing it, I still can't build the barn, and still get slaves a lot of time / every time I defeat an opponent unit. So it's as if I had a partial transition applied.
As <Nexus> stated, this has been fixed with the patch.
The revolutions feature (where you leave power for a number of turns) doesn't "fully" remove control so you still get the other revolutions events decision pop-up and these can trigger a new revolution (where you can either refuse control for even more turns or take it back earlier) or a classic separatist revolt where if you refuse the rebels demands you get back control earlier.
Two easy ways to fix this, 1) BUG menu/ REVDEV tab/ Adjust rev modifiers. You'll need to play around with the options to get your comfort level. I usually have mine set about 30-40% difference than what base is. When I get time, I'll show some personal settings from my BUG menu. I may have a pic or 2 already in an earlier post in this thread.. Lol, not sure though, my gaming time has been limited due to RL stuff.
2) Turn off vassals. You can do this in game in the BUG menu.

Personally, I don't play with vassals check. It really hampers the AI, even with BUG settings tweaked. Especially on Huge maps and greater, and above normal speeds.
The mod otherwise looks extremely interesting and I already played it a lot recently. Quite frustrating to fail the "greed" quest because the barbarians take the targeted city and you only get it one turn after. Maybe a condition to take the city and keep it for 5 turns (both for winning and failing the quest) would help with that.

Also an option to peacefully release vassals / do something with the cities you have that are "too much" withe the size limit could be helpful.
IIRC there is a master list of Quests/Events over in the General Discussions forum. I personally have only had that particular event once in the entire time I've been playing Civ... Lol, now that I'm curious, I'll have to take look and see if I can find it.
 
A little more teaser from afar...
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...and from up close
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EDIT: I mean I think Electric railroads are starting to look really cool :cool:
 
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The basic version is from @Walter Hawkwood , for which I'm very grateful :hatsoff: but his version had only a few poles here and there. So it's some not so hard but tedious work... that I happen to enjoy :)
 
The basic version is from @Walter Hawkwood , for which I'm very grateful :hatsoff: but his version had only a few poles here and there. So it's some not so hard but tedious work... that I happen to enjoy :)
Looks really nice. Can you post your version? I have Walters version on use now and I would like to use your improved version:)
 
Looks really nice. Can you post your version? I have Walters version on use now and I would like to use your improved version:)
It's not yet finished. There are 80+ nif files to edit and I don't even know how much % I have finished. I know that the screen shots look good but there may be still gaps.
And I'd also like to figure out how to put on the wires if possible.
But I'll share it eventually 🙂
 
Hi, I've just started the mod and having some difficulty how science/commerce works. At the start I am apparently gaining +1 gold per turn, soon rising to +9, but my treasury does not increase. I see that science can be changed once Community is researched, so is it similar with commerce and the options come later in the game, or is it a bug? I've installed the latest patch. apologies if this is explained earlier.
 
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Is this intentional, and the options come later in the game, or is it a bug?
It's unfortunately intentional, but stops at some early tech that allows to manage slider. You can unlock slider from the start in CIV4CommerceInfo.xml
 
Hi, I've just started the mod and having some difficulty how science/commerce works. At the start I am apparently gaining +9 gold per turn, but my treasury does not increase. Also there is no Science / slider, so the only science I am gaining is that I build in a city, making it like 120 turns to Research Animal Husbandry. Is this intentional, and the options come later in the game, or is it a bug? I've installed the latest patch. apologies if this is explained earlier.

The start is not that easy as generally you have no idea what stage of research the AI players are at. I tend to focus solely on the commerce gathering from the gatherers as even small amounts of gold will dramatically decrease the research time. Generally I ignore food and hammers gatherings as the first city will take over hundred turns to grow to a size 2 and there is nothing worth building that requires the additional hammers. It is certainly a challenge and very easy to muck up and find you are way behind on the research tree to other players. But play the long game and you will start to catch up although this will feel and appear like a mammoth task. I believe when you research Alphabet it will unlock the research slider and also allow you retain the gold surplus (if any).

Personally I love and also hate the early part of the game. A good starting location will help massively if you have rivers and additional commerce tiles. But a starting location with low commerce tiles then you are in for a slow start.

Food for thought. Maybe increase some bonus on capturing animals to give a little science boost and maybe more food. The other issue I find is when you have researched enough to get out of anarchy civic, you have to change that civic first before you can change any of the others, which also adds the time delay in civic changes. Feels a little clunky that.
 
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