The following deals with CTDs, the game slowing over time, and unit responsiveness. I have solved all of these problems on my system (read on). This is an edited account of my original series of posts on Apolyton (so if some of the paragraphs seem a bit disconnected from the others, my apologies).
I have a Athlon 2000+ XP processor, a Nvidia Geforce FX 5200 Graphics Card (81.95 drivers), Nforce(1) motherboard (by Asus), 768 megs of ram, and I use the onboard sound. I also have 3 gigs set aside for pagefile usage. I have gotten the latest Python .dll, the latest .dll for the audio system the game uses, and the latest blink and zlib files. These files have not helped my problems to any noticeable degree.
I spent several days working on how to improve the game's responsiveness, stop the "game slows down over time so now I have to exit and reload a new save"-problem, and end my CTDs. This problem solving had the added benefit of tremendously reducing the periods where the game froze for a sustained duration (often a minute or so).
For those interested in my description of the freezing problem, I include it here. I would note that it did not seem to be related to my RAM or CTDs.
The following steps solved my problem completely (there are still small pauses but these don't happen too much overall and do not increase in duration or frequency as I play from a save). I've played over 80 turns without a Civ-related crash (I had one freak crash that seem to involve something else after 20 turns playing a save, but then after the reboot I played for over 60 turns without a problem).
1. I turned off screen shots, but honestly I don't know if this does anything. I also have Wonder Movies off and I have yet to test the game with them turned back on.
2. In the INI I changed "Set max frame rate clamp (0 means none)" from 0 to a fixed number (20 at first, but later I moved to 30 without a problem).
3. In the INI I changed "Set to 1 for dynamic animation paging" from 1 to 0. (Note that the last two changes produce small effects by themselves, but a quite large difference together....I do not know why, animation paging should help the game go faster, one would think).
The above two, together, help increase unit responsiveness and reduce freeze times.
4. I unpacked all of the art files into the custom directory. Then I deleted the Interface folder (keeping it inexplicably made the game crash on any load or new game--I also deleted the camera folder, though I am not sure if it was causing a problem).
5. In the INI I changed "Disable PAK memory mapping (May affect performance)" from 0 to 1. Please note that this must be done with 3 otherwise there is a large performance degredation (at least with me).
These two helped reduce any odd memory effects that were going on and, perhaps requiring the initial two steps, also got rid of the slowing over time effect. I believe the game somehow is mismanaging its memory when it is in charge of what is going on.
6. In the INI I turned on "Sync Input to Smooth Interface".
7. I also have some debugging features on, but I do not believe they have any positive effect on performance (including the D3D9 queries, which I have turned on).
I fiddled with "Trilinear Minimap Filtering" and disabling "Tree Region Cutting" (anyone know what that is?) but changing the defaults produced no positive results either singly or together. I think after I develop a few mods (e.g. learn python some) I'll set up a 'mod' that profiles python usage.
Anyhow, perhaps this will be helpful for some.
-Drachasor
PS. I played with my virus scanner's on-access scan on and off after the above changes and it seemed to make no difference -- for those interested the freak crash happened while scanning was off.
I have a Athlon 2000+ XP processor, a Nvidia Geforce FX 5200 Graphics Card (81.95 drivers), Nforce(1) motherboard (by Asus), 768 megs of ram, and I use the onboard sound. I also have 3 gigs set aside for pagefile usage. I have gotten the latest Python .dll, the latest .dll for the audio system the game uses, and the latest blink and zlib files. These files have not helped my problems to any noticeable degree.
I spent several days working on how to improve the game's responsiveness, stop the "game slows down over time so now I have to exit and reload a new save"-problem, and end my CTDs. This problem solving had the added benefit of tremendously reducing the periods where the game froze for a sustained duration (often a minute or so).
For those interested in my description of the freezing problem, I include it here. I would note that it did not seem to be related to my RAM or CTDs.
The second problem is that the game freezes temporarily at odd moments. When it freezes nothing on the screen moves, though all graphics are rendered (including the circle indicated what unit I have selected if applicable). The mouse will also still move and I can go to the windows Task Manager. It remains in this frozen state for 10 seconds up to perhaps a minute, then returns to normal (sometimes it crashes when it is like this, sometimes it crashes when it hasn't frozen). The odd thing is that there is nothing that should be freezing it up, as far as I can see. For instance, I will have just finished moving a unit and the game goes to a new unit. AFTER it gets to the new unit and has the unit selected and all the graphics rendered it freezes (if it is going to freeze). It often does this when moving from one city to another at the beginning of a turn when I have to decide what they should produce (but all the windows renderd when it freezes). Furthermore, my system goes from the normal 3-40% CPU usage of Civ IV to 100% usage, and it stays at 100% until it is no longer frozen. Memory usage changes little, though sometimes RAM is *freed*, whilst I have never notice the pagefiling change. I can think of no good reason for this behavior (and it is Civ using up all the processing power as the task manager shows).
The following steps solved my problem completely (there are still small pauses but these don't happen too much overall and do not increase in duration or frequency as I play from a save). I've played over 80 turns without a Civ-related crash (I had one freak crash that seem to involve something else after 20 turns playing a save, but then after the reboot I played for over 60 turns without a problem).
1. I turned off screen shots, but honestly I don't know if this does anything. I also have Wonder Movies off and I have yet to test the game with them turned back on.
2. In the INI I changed "Set max frame rate clamp (0 means none)" from 0 to a fixed number (20 at first, but later I moved to 30 without a problem).
3. In the INI I changed "Set to 1 for dynamic animation paging" from 1 to 0. (Note that the last two changes produce small effects by themselves, but a quite large difference together....I do not know why, animation paging should help the game go faster, one would think).
The above two, together, help increase unit responsiveness and reduce freeze times.
4. I unpacked all of the art files into the custom directory. Then I deleted the Interface folder (keeping it inexplicably made the game crash on any load or new game--I also deleted the camera folder, though I am not sure if it was causing a problem).
5. In the INI I changed "Disable PAK memory mapping (May affect performance)" from 0 to 1. Please note that this must be done with 3 otherwise there is a large performance degredation (at least with me).
These two helped reduce any odd memory effects that were going on and, perhaps requiring the initial two steps, also got rid of the slowing over time effect. I believe the game somehow is mismanaging its memory when it is in charge of what is going on.
6. In the INI I turned on "Sync Input to Smooth Interface".
7. I also have some debugging features on, but I do not believe they have any positive effect on performance (including the D3D9 queries, which I have turned on).
I fiddled with "Trilinear Minimap Filtering" and disabling "Tree Region Cutting" (anyone know what that is?) but changing the defaults produced no positive results either singly or together. I think after I develop a few mods (e.g. learn python some) I'll set up a 'mod' that profiles python usage.
Anyhow, perhaps this will be helpful for some.
-Drachasor
PS. I played with my virus scanner's on-access scan on and off after the above changes and it seemed to make no difference -- for those interested the freak crash happened while scanning was off.