Crazy Spatz's Alpha Centauri Mod

On one of my the recent playthroughs I've played I noticed that early and mid game there are too much happiness.
I say because some versions ago, when I was playing with the Polinesians I barely had surplus happiness on the same situation which I'm now, while now I (And the AI as I've noticed) are surpling happiness with 4 cities to +15.

I wouldn't say that, for one simple reason: the DLL.
While this mod goes a bit further into Lua coding than most, with a variety of Lua-implemented wonder and unit effects, it's nothing compared to what people will be able to do once the DLL SDK is out So I wouldn't ever put this on the same level as a Fall From Heaven or a Planetfall, .

They won't likely release it soon. Mods like Earthfall and FFH are worth much more than DLC's and they don't fancy that competition yet, at least I think.


If this ends up as one of the defining mods, I think it'd only be so by the absence of FfH-level conversion mods. That'd be a bad thing; for Civ5 to be successful we need something people can point to as an example of what can be done with the game's modding tools, and I just don't have anything that flashy.

The only thing your mod needs to define the others mod out there is (IMO) the new units graphics. At least you're trying to figure how to do that, no?. But that's just eyecandy (...).
 
On one of my the recent playthroughs I've played I noticed that early and mid game there are too much happiness.

Define "early" and "mid". I haven't touched Happiness from buildings before the Digital Era in months, and if anything Happiness before that point should be MUCH harder to get than in the vanilla game.

Also, you said that your past experience was with the Polynesians; are you still using them, or are you using a different civ? (Say, the Persians or Egyptians?) I have no idea what the Polynesian trait/UU/UBs are.

Are you taking the Piety branch, the Rationalism branch, or neither? The Theocracy happiness boost was significantly neutered in the previous version, but other than that, Policy happiness hasn't been touched.

How many luxury resources are you obtaining? I've done nothing to luxury distribution (except a small tweaking to Neutronium, which obviously won't affect the early game stages), and if you're getting luckier than average on the distributions then it can make a huge difference.

They won't likely release it soon. Mods like Earthfall and FFH are worth much more than DLC's and they don't fancy that competition yet, at least I think.

I get that (although I think you meant Planetfall, as Earthfall was one of the names proposed for this mod), although I don't think they're that paranoid about competition. After all, the Colonization pseudo-expansion for Civ4 came well after the DLL was released, and it still did just fine.

My point was that the iconic mods for Civ4 all required DLL access to create truly unique game experiences. People didn't really play Civ4 with an FFH mod, it was more like they played FFH and it just happened to remind them of Civ4. Colonization wasn't just Civ4 with a few new units, it was a different (but related) game. Planetfall was SMAC, or as close to it as was possible with Civ4's engine.

I don't have that, and even if I did get the DLL, I wouldn't change enough in this mod to take it to that level. While I've tried to keep this from feeling like just more of the same, or look like just an excuse to throw together futuristic units in a single mod, it still fundamentally PLAYS like the core game (albeit a better-balanced and more interesting core game, I hope). And that's not likely to change.

At least you're trying to figure how to do that, no? But that's just eyecandy.

Exactly. As much as I want the custom graphics, they're not truly important, with the exception that some graphical conflicts can lead to crashes. (I'm trying to test out a theory now, that some of the late-game crashes might be caused by the graphical issues of my current resource/improvement graphical combinations for the new resources.)

It's also why I'm willing to go with relatively crude Civ4 unit models, at least at first; I don't really need the units to look beautiful, although I'll continue trying to improve the process over time as new unit models become available. All I really need is for them to look distinctive, as opposed to the current game where I have chariots representing vertols and WW2 japanese fighters representing the Needlejet.
 
Ran one game so far. Had two deposits of oil onshore (10 units total) and one deposit offshore. Also had two deposits of aluminum (10 units total).

Observations from this evening's playtesting:

1. Reached the Nuclear age at turn 456. A little on the high end of my 440 +/-20 scale, but that might've been because I spawned next to the French (I've developed a very healthy respect for the Foreign Legions in the early-game of an Industrial era start, so had to crank out a few extra units to deal with the anticipated French aggressions).

2. Concerning the "2 free techs via the KGB" pic: still seeing this. I didn't get a whole lot of techs via the KGB in this game, but I'd say I had received 4 by the time I stopped playing this evening. I was behind tech-wise, so maybe just because there were so many techs out there for the KGB to "steal" that odds were I was going to receive a few of them over time.

3. Concerning the "Nuked by my own hand" pic: the French launched a massive invasion and overwhelmed my frontier defenses. So in order to save Cologne, I had to nuke Cologne (or more to the point, I nuked adjacent to Cologne). Note that the French GG survived the nuclear blast. :confused:
My nuke completely destroyed the battered French spearheads, as well as damaging the next echelon of French units. The French did take Cologne briefly, but by that time I'd assembled a counter-strike force which took back the city and destroyed what was left of the French offensive. Very good initial attack by the French, though - very overwhelming!

4. Concerning the "A nice aquatic invasion force" pic: the Persians brought this force quite a ways in order to attack my domain. And no hint they were coming - they all just showed up on my doorstep at once! :goodjob: So I nuked them (see next pic), and cleaned up the survivors with bombers, fighters, and arty. The really interesting thing happened a couple turns afterwards when I found Munich to be starving. I pulled up the tile management screen and found that all the aquatic tiles were still considered as blockaded, even though all the attackers had been dead several turns. Is this a bug, or this the game's way of expressing fallout in water tiles (i.e. the tiles are unworkable because of fallout)? If it is fallout in water, then how do I clean it up?

D
 

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I didn't get a whole lot of techs via the KGB in this game, but I'd say I had received 4 by the time I stopped playing this evening. I was behind tech-wise, so maybe just because there were so many techs out there for the KGB to "steal" that odds were I was going to receive a few of them over time.

Probably right; that's what it's for, to help the civs that have fallen behind. On lower difficulties that'll be the AI, on higher ones it'll be you. It shouldn't be giving enough to allow you to keep up and ignore your own research, but it should keep you from falling too far behind. It maxes out at 3%, and that's if everyone but you has the tech, so if you're 10 techs behind everyone else then there'd be a ~27% chance of getting a tech each turn. (That'd also be about a 3% chance of getting two techs, and about a 0.5% chance of getting three or more. Again, assuming everyone but you has all the techs, including city-states.) Realistically, this means that the weakest civs will lag 6-8 techs behind the average, and about twice that behind the leaders, which is right about where I'd want them to be.

So in order to save Cologne, I had to nuke Cologne (or more to the point, I nuked adjacent to Cologne).

I'm actually a bit worried that with the Gravity Shield reducing nuke damage by 100%, that'd this be a viable strategy to use on a regular basis, nuking your own territory. After all, you'd just need to repair all of your improvements afterwards, assuming you got your own units out of the blast zone beforehand.

More importantly, the AI would never do something like this.

The really interesting thing happened a couple turns afterwards when I found Munich to be starving.

Any chance they had slipped a submarine in there after the nuking, and you didn't have any detector units nearby?
 
Have you considered getting help from other modders with the unit models? I know someone converted the marine from civ 4 successfully
 
Any chance they had slipped a submarine in there after the nuking, and you didn't have any detector units nearby?

:o Your right. I slid a fighter over into that area and found a sub hanging around. After the sub was gone the water tiles became accessible again.

Not too much else to report from this game other than the Persians won by UN vote. I also reached the Digital era in turn 537, and the Fusion era in 584 (quick turnaround via the Nethack Wonder - probably I won't angle for that Wonder in the future as it skews the era tracking results).

D
 
:o Your right. I slid a fighter over into that area and found a sub hanging around. After the sub was gone the water tiles became accessible again.

It's one of the handier uses for the Stealth Ship; long after they stop being an effective bombardment unit (compared to orbitals and even the needlejet), you can still use them to blockade ports and ruin the other players' economies.

quick turnaround via the Nethack Wonder - probably I won't angle for that Wonder in the future as it skews the era tracking results).

If it's skewing things that badly then I need to tweak the numbers. It's part of the game, I don't want people avoiding specific wonders because they think they're too overpowered. Also, it's a National Wonder, so the AIs will be building them as well, which is yet another reason I don't want people to not build them.

The Nethack Terminus does three things:
1> If any AI is within 5 turns of completing a Wonder, you'll get an Espionage Report telling you so, and which city they're building it in. While not affecting actual gameplay balance, this does allow you to give up on lost-cause wonders that you have no hope of winning (saving you a few turns of wasted production), OR attack the city in question to interrupt production.
2> A 1% espionage chance (same logic as the KGB's 3% and the Planetary Datalinks' 4%). That's 1% per turn if every other civ has the tech, so realistically the chances of gaining techs from this are very slim.
3> You automatically gain any tech that 50% of the other civs know. That's 50% including city-states and barbarians, so on a Small map (6 civs, 12 city-states, 1 barbarian) you'd gain it if 10 other civs had the tech.

From the sound of it, you were far enough behind that #3 was kicking in fairly often. In that case, I can tweak the value from 50% upward, which'd make it trigger less often unless you were completely in last place. But I want to keep that mechanism in place in some form, as an absolute tech equalizer for weaker civs; once they get the Nethack, they'll never fall too far behind.
The danger of setting this threshold too high, though, is that it can create a bimodal distribution. Imagine a scenario where it's just you in the tech lead, and there are 5 weak remnant civs you've almost conquered, and 12 city-states. If I set the threshold to 75% then the AI would need 15 civs to know a tech before they'd steal it this way, but that'd never happen. It could even be me and one other AI civ on top, with 4 weaker ones below, and you'd get an ever-increasing gap.
So I can't really move that threshold above about 66%. The 50% rule is supposed to make the AIs trigger when the city-states do, since C-Ss have a secondary tech stealing mechanism built into the vanilla game.
 
Okay, balance question for people.

Up until now, I've tried very hard to minimize my impact on the earlier eras. I added a few national wonders, mostly in the early Nuclear, and added a few city growth buildings and terraforming actions, but nothing fundamental to the techs. I really didn't want to skew the balance too much in the earlier eras.

But after a bit more playing through the Nuclear Era in an Industrial start, I now believe that the era's flow could be significantly improved by adding more cross-linkages, to look a bit more like the sort of "pyramid" layout of my future eras. The fundamental problem is that the Nuclear Era in the vanilla game is actually four distinct chains of techs, with no cross-connections within the era. (The "ecological" chain going from Refrigeration up, the electronics/MassMedia chain up to Robotics, the Radar V-shape that ends with Satellites and Stealth, and the nuclear chain.) You can literally get from the Industrial era to the end of the Nuclear era in 3-5 techs while ignoring the other 10-12 techs.

A while back I made one small connection, with Advanced Ballistics requiring Lasers, effectively linking those last two chains and making it a bit harder to get to nuclear missiles. But I think it can go further. It's not just that I dislike the layout; it actually causes some pretty significant balance issues when combined with my future eras, like the ability to beeline to the U.N. without touching most of the rest of the era's techs.

Specifically, I'm thinking of two changes to connect these trees. You might want to have a tech tree open to see what I'm talking about.

1> A: Ecology requires Electronics, in addition to its previous Plastics and Penicillin requirements.
AND/OR
B: Globalization requires Computers, in addition to its previous Ecology.
Either one of these would have the same basic effect: make it impossible to beeline up to the United Nations while ignoring the rest of the tree. Right now it's possible to go from Industrial to Digital through only three Nuclear techs (Plastics, Penicillin, Ecology, then you can go Gene Splicing or Globalization with no other requiremens).
I'd prefer the first option for two reasons: it makes it harder to get to Gene Splicing, and I might want Computers for the next part. It's possible to do both, though, if need be.

2> A: Satellites requires Computers, in addition to its previous Rocketry,
OR
B: Robotics requires Rocketry, in addition to its previous Computers.
In general I dislike linear chains of techs, and these are the only ways to connect the middle trees that work. Either makes sense; Robotics has the SS Booster, Missile Cruiser, and Spaceship Factory, so it SHOULD require Rocketry, while Satellites adds the SS cockpit, Guided Missile, and map reveal, most of which should require Computers...
One thing that skews this towards the 'B' option is that SDI's tech, Doctrine:Flexibility, requires Satellites but not Robotics. So the first option, having Satellites require Computers, would make it take even longer to unlock SDI.
It's impossible to do both.

-----------
So, those are the possibilities. The questions are:
> For #1: A, B, AB, or none of the above?
> For #2: A, B, or none of the above?
 
Hi Spatzimaus. I'm away from home at the mo so can't get to a tech tree easily. Anyway, my comment is a pretty general one. I would welcome any increased rational cross-linking of techs. Like you I dislike beelines that end up badly distorting 'reality vs gameplay'. (Okay! I do it just so's I can beat up his musketeers with my stealth bombers! but in the end it's not that satisfying...) So I definitely support more cross-linking to extend more thoughtful use of abilities and units that can otherwise quickly become obsolete through 'technology-chasing'.
 
I never played the original SMAC so I'm taking advantage of it being sold on GOG for $5.99. I'm sure it's gonna look very dated, but it's gonna be cool to see all the units and techs and the things that inspired your mod.

It'll also make your mod make more sense to me after playing SMAC because I'll be more familiar with everything.

It's a pity you can't just take the unit graphics out of SMAC and put them in Civ 5!
 
It's a pity you can't just take the unit graphics out of SMAC and put them in Civ 5!

SMAC used sprite graphics. 8 images per base unit, representing the eight directions it could be facing. Also, the unit construction system... well, you'll see what I mean, but there's a reason I had to basically make up most of the units in this mod. The five Psi units are all based on SMAC/SMAC-X units; the Needlejet, Gravtank, and Gravship are taken from SMAC; the Skimmer is basically SMAC's hovertank. But the rest have little or no direct connection to that game.

What's funny is, despite the crude unit graphics and such, SMAC used Wonder movies that are STILL the best ones ever made for Civ games. These weren't just the boring construction movies of the last couple games, but were really interesting to watch in their own rights. I've got these movies, in several different formats, on my hard drive just waiting for a way to integrate them into the game.

Another bit of strangeness about SMAC: after the initial game came out, there was a massive discussion on Apolyton about the science behind Planet's ecosystem, weather patterns, orbital mechanics, and so on. It was incredibly intricate, including thinking up a nitrogen-based alternative to the standard respiration/photosynthesis cycle that would explain everything from the reddish color of the fungus to the atmosphere's composition. (I was only slightly involved, when they were discussing some orbital mechanics bits involving binary star systems.)
The devs were so impressed that they basically made it canon, and provided a text copy of that thread on the expansion's disk.
 
Just wondering if the recent crashes I have is because of this mod or something else.

I've started two new games - one on continents maps and other on terra.
On the terra I managed about 250 turns and then a strange bug were when I choose something to produce for my capital it would freeze, I had to ctrl alt del to get out. After choosing task manager I came back to desktop to find that civ v was somehow showing the intro movie - but it was frozen on the old guy and was not responding.

The same thing happened with my second game but this was simply when I made a turn.
Both games had auto-turn if that makes any difference. The first and longer game actually had various extra mods on (R.E.D - Tree Growth - Active Defence) while the other only had the mods you supplied.

Is this something wrong with the mod or civ V? tbh I really would not know whether it is the mod or not - so that's why I posted here fist.

P.S. I've played 100+ hours on civ V - but only recently re-installed it and started playing with your mod. I have it on steam and beat the recommend specs.
 
I'm having crash problems too. I used to be able to reduce them by switching to strategy view during the AI turn 'Next Turn'; which also seemed to speed things up; but now the game still freezes at about the same mark you're seeing.
 
The first and longer game actually had various extra mods on (R.E.D - Tree Growth - Active Defence) while the other only had the mods you supplied.

Well, this mod is not compatible with R.E.D., and I don't know what'll happen if you try using both. At the moment it probably wouldn't be too bad, since both about have the same number of entries (only crashing once you got to the Labor Mech), but in the near future the two will be COMPLETELY incompatible as I start adding more unit model definitions.
I have no idea about those other two. If they've got any Lua components, there might be conflicts.

As for the rest, there are several separate issues.

First, there's something wrong with Civ5 itself. If you make an "empty" mod, one that does absoutely nothing, you'd get crashes. To me this implies switching to a less optimized engine when playing with mods, and it's not hard to believe that there'd be something wrong there. More on this below.

Second, there's a general graphical issue. On my computer, the DX9 executable is far more stable than the DX11, and part of it might just be that it can't handle the same high graphical settings it had in vanilla. The graphics often slow down just before a crash, and the three most common times for a crash:
1> When replacing an old improvement with a new one, especially if the hex contained a newly-revealed strategic resource that the new improvement would harvest.
2> When performing "recon", especially with an air or naval unit, where the game would try to update the improvement/terrain graphics on dozens of hexes at once. (Things like the forest spreading mod, or the terraforming I add, might make this worse.)
3> AI combats. According to several people's logfiles, the game sometimes crashed when it tried doing two combat animations at the same time to the same unit, starting a second combat before the first had finished. This might be tied to the unoptimized issue above, where the game has some sort of lockout timer to prevent conflicts like this but simply doesn't lock out for long enough when running with mods.

Most crashes I've had occurred at one of the above three times, and all of the above would apply to any large-scale mod. But, there also are several potential crash issues in the mod itself. I say "potential" because they MIGHT be responsible for crashes, but I have no way to be absolutely sure. These include:
1> For units, I use placeholder models. When the game attempts to animate a model in a way it wasn't designed for, you get crashes. (This is known.) I previously had this problem when I'd do things like use an infantry unit model for an air unit; the moment it would try to rebase, it'd crash. So presumably, any mismatch in what a unit model is built for and what a unit can do might cause issues.
I've tried picking better placeholders, but it's still possible that this is happening. On the bright side, this should go away once the new models are added, but only if I can find ways to add all of the appropriate animations as needed for each unit.

2> For resources/improvements, there's a conflict. Take Dilithium as an example: Uranium graphic, Offshore Platform improvement. Obviously, the game has no idea how to combine those two together, and so it'd blank out the hex. I've partially fixed this in the version I'm using now; I added improvement art defines allowing the Offshore Platform to pair with Uranium, and so on for the other strategic/improvement combinations.
It still doesn't quite work, because the game doesn't know how to find the Offshore Platform artwork when you're not working out of the core game's file structure. (I'm checking to see if changes to the core game's base defines files fix this. It's not how I'd prefer to do things, but if it works I won't complain.) But on the bright side, it no longer blanks the hex; you'll still see the resource, at least.
I'm still running tests to see if this was responsible for any crashes. It's possible that the AI was trying to improve, say, Omnicyte tiles during the interturn, which'd screw up the graphics, and the AI had no idea how to deal with this when it had to alter the graphics for twenty hexes at once.
I'd love to say that this one would be fixed with custom graphics, but it doesn't seem like that's possible at present.

3> Many early-era buildings added a certain graphic to the terrain, to where you could see that the city had each. This was especially common with wonders, but several non-wonder buildings had this as well.
My buildings don't have custom graphics, but it's possible that the game is trying to draw something for some of them anyway, and crashing as a result. Or, that it's got hard-set thresholds for how developed a city has to be for each stage of graphical sprawl, and that the addition of all of these buildings and such is screwing up the math.
Again, I can't add custom graphics for this one, but I can try to ensure it doesn't use an unset variable.
 
I used to be able to reduce them by switching to strategy view during the AI turn 'Next Turn'

As I put in the first post, this mod is not compatible with Strategic View or Quick Combat. Stop doing that, or it'll break all sorts of things. (Nearly every special ability for units hinges on the combat animation event. Disabling the animations disables the event.)
 
I'm a little confused :crazyeye:
So the problem could be solved by trying the dx9 instead of dx10/11? I've actually never had a crash before with civ v and about 50 hours have been with mods (however those mods were generally just balance mods and small things like tree growth)

The strange thing is how when the game does freeze, after loading up task manager the civ game window shows a still of the intro movie - From ingame freeze--> task manager --> intro movie.

I thought it might because of the other mods - but trying a new game without them didn't help. Also both type of crashes have been after a turn or before a turn, never during. Lastly I've only ever made it to medieval era (I play epic).
I also planned on reinstalling it if that could make any difference. And would steam interfere with the mod?

One last question - I managed to get balance and actual mod to show up in game, however the custom maps for the mod never. I assume I just c&p to documents\my games\Civ... \MODS ?
 
I'm a little confused :crazyeye:

Only a LITTLE confused? Clearly, I haven't done my job right.

So the problem could be solved by trying the dx9 instead of dx10/11?

On some machines, at least one of the possible crash bugs is removed by using DX9. It might not happen on some machines, it might depend on your other graphical settings, and I don't know what's ACTUALLY triggering it.

It might just be a general graphical overload; in an extensive mod like this the game might just be trying to do more, graphically, and settings that'd be just fine in normal play now run you out of video memory. This might tie back to the whole "unoptimized executable" thing I mentioned, where flagging the "Reload Unit System" or "Reload Landmark System" ties up far more video memory than either the vanilla game or mods that don't flag those.

What I do know is that on my machine, with my settings, the DX11 executable crashes far more often than the DX9 does. I haven't really checked to see if the DX11 could be made more stable just by turning down the graphics a bit.

Now, I've had no problem making it to the Fusion Era, with only the occasional crash causing problems. It happens often enough that I go with a 2-turn autosave just to be safe, but it doesn't stop me cold like others here have reported, and which I used to see when using the DX11 executable. So if you've got a savegame that's crashing constantly, try running the DX9 with the graphics turned down to minimum settings and load that same savegame; if it still crashes, then that's not the problem.

I thought it might because of the other mods - but trying a new game without them didn't help.

It might have helped, but it wouldn't have removed ALL of the potential sources of crashes, so it'd be very hard to quantify this. Regardless, if you're using mods that aren't compatible with mine, it WILL cause problems, albeit not necessarily crash bugs.

Also both type of crashes have been after a turn or before a turn, never during.

I've had some during a turn, generally when you tell a unit to move a significant distance in one order. Presumably, it's trying to update the graphics on a large number of tiles at once, and can't handle the load.
But the interturn is far more active, with N-1 civs' actions all happening nearly simultaneously, each of which might trigger various scripts and require graphical changes. So the vast majority of crashes occur then.

The main culprit seems to be RunCombatSim, the event that triggers at the start of any combat. It's not a Serial event, so the game doesn't seem to wait for it to finish before moving on, and it's UI-centric, so it is disabled in Strategic View or Quick Combat, and doesn't have all of the arguments I really needed.
In a perfect world, the devs would give a better GameEvents trigger for the start and end of combats, something that the engine would handle serially. We've asked for this many times, and if they add it in an upcoming patch, then I'll rework the combat events to use the new triggers. This might greatly reduce the crashes.

And would steam interfere with the mod?

Don't see how, since Steam is pretty much integral to Civ5 to begin with.

I assume I just c&p to documents\my games\Civ... \MODS ?

No, maps go into the Maps directory, not the MODS directory. (They're right next to each other.) There's a bit of strangeness with this, where I've found they work a bit better when placed in the vanilla Maps directory instead of your user-specific one, but either SHOULD work.
In theory, two of the maps (Highland and Lakes) should work with or without my mods, although the TXT_KEYs for their names and descriptions are stored within my Content mod. The Great Plains map explicitly needs my Content mod because of what it does to the custom resource distributions.
 
Opps I forgot civ 5 needs steam.:blush: I was thinking of paradox games and how steam messes up beta patches.

Well I just had a quick try with dx 9 and lowest graphics (was surprised at the swiftness of everything compared to how I play normally, which is hardly slow). It got stuck at the exact same spot. I now can describe it better as it seems I got it wrong before.

I start the turn processing, it does its usual thing then it flies up to my scout which is in range to see a city state and city state archer attack a barb. Everything is fine combat works. turn processing is literally about to end then it just stops. I can't do a thing, it's like I took a print screen of the game - even the sound stops (which usually on game crashes never happens) I could leave it like that and nothing would happen it would just stay how it was. The shortcut to task manager, ctrl shift and esc, does northing also. Only ctrl alt del and going to the windows screen can do something.

Considering it crashes right after combat could it be that runcombatsim?
The other crash with Russia is much different, in that there is not combat at all. I simply just try and produce a unit and it crashes as soon as I click.
 
Well I just had a quick try with dx 9 and lowest graphics (was surprised at the swiftness of everything compared to how I play normally, which is hardly slow). It got stuck at the exact same spot. I now can describe it better as it seems I got it wrong before.

I start the turn processing, it does its usual thing then it flies up to my scout which is in range to see a city state and city state archer attack a barb. Everything is fine combat works. turn processing is literally about to end then it just stops. I can't do a thing, it's like I took a print screen of the game - even the sound stops (which usually on game crashes never happens) I could leave it like that and nothing would happen it would just stay how it was. The shortcut to task manager, ctrl shift and esc, does northing also. Only ctrl alt del and going to the windows screen can do something.

I used to have those hangs, I fixed them by deleting the graphicsettings.ini and tweaking the things again.
 
I delete graphicsettings.ini and then tweak? How and what do I tweak? Sorry if that's a stupid question :lol:.
 
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