I'm curious: Is there anybody whose games do NOT crash post-1.0.0.38 patch?

These crashes are unbearable. I can finish maybe one out of five games regularly. Autosaves are useless because most games crash at the very same moment again and again and again and again. I am sooooo pissed!!!!
 
... I hope it's OK to post it here (it's also not Late Game or on a Huge Map, contrary to most of the posts here)....
Definitely OK. Especially since your report adds yet another parameter to the crashing problem (NOT late game; NOT Huge map).

It's obvious that there is a systemic bug in the program that got past the the Firaxis alpha testers. If particularly strong systems (such as mine) are crashing, then it does NOT have to do with any kind of hardware insufficiency. And if "smaller" games (Huge or less, which are vanilla to the program) are also affected, then it does NOT have to do with memory capacity being exceeded. NOTE BELOW.

NOTE: Though there seems to be some correlation there. I started a fourth game on a Huge map, Marathon, but with only four civs (me plus 3 AI civs) and I' m approaching Turn 300 with no CTD as of yet. Now, if I get further along, say Turn 400-500, and I get a CTD, I would surmise that it IS a memory issue, because the longer a game runs, the greater the number of civs, then the faster the number of civ units and cities the program has to track. That is, it takes longer for four civs to hit the overload number (whatever it may be) than when five or more civs are in play.

FURTHER NOTE: I, as a matter of preference, always run my games with "Abundant" resources. Those abundant resources add a geometric progression of additional map hexes the program would have to track. For example, assume abundant resources on a Tiny map is an additional X. On a Small map that would involve 2X. On Normal map, 4X. On a Large map, 8X. On a Huge map, 16X. On the Monstrous maps that I had been playing the additional (lessee, 32, 64, 128,...) would require an additional 256X tracking requirements. Which is even more demanding because each resource has three possible conditions (unowned, owned, developed). The difference between "Standard" and "Abundant" resources adds a considerable strain on the program's memory requirements.
 
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Sorry for asking, but when you say VRAM, are you referring to the Video Card Ram, or VRAM on the system. I have an SSD, and almost everyone recommends that I turn Virtual Ram off because I have SSD.
Video card RAM.
 
Just actually completed game #4 post-patch. Turn 355 (40 AD), Religious victory. (Ranks with Ethelred the Unready.) 19 cities for me, @7 each for the other three civs. Fairly low unit count all around.

So, Abundant resources doesn't seem to be a problem on a Huge map at least. Still crazy about something as small as Huge; Athens was only 11 hexes away from my Capital. Started bumping each other's elbow starting on Turn 15.

Next step is to try a game on whatever is one step up from Huge.
 
Definitely OK. Especially since your report adds yet another parameter to the crashing problem (NOT late game; NOT Huge map).

It's obvious that there is a systemic bug in the program that got past the the Firaxis alpha testers. If particularly strong systems (such as mine) are crashing, then it does NOT have to do with any kind of hardware insufficiency. And if "smaller" games (Huge or less, which are vanilla to the program) are also affected, then it does NOT have to do with memory capacity being exceeded. NOTE BELOW.

NOTE: Though there seems to be some correlation there. I started a fourth game on a Huge map, Marathon, but with only four civs (me plus 3 AI civs) and I' m approaching Turn 300 with no CTD as of yet. Now, if I get further along, say Turn 400-500, and I get a CTD, I would surmise that it IS a memory issue, because the longer a game runs, the greater the number of civs, then the faster the number of civ units and cities the program has to track. That is, it takes longer for four civs to hit the overload number (whatever it may be) than when five or more civs are in play.

FURTHER NOTE: I, as a matter of preference, always run my games with "Abundant" resources. Those abundant resources add a geometric progression of additional map hexes the program would have to track. For example, assume abundant resources on a Tiny map is an additional X. On a Small map that would involve 2X. On Normal map, 4X. On a Large map, 8X. On a Huge map, 16X. On the Monstrous maps that I had been playing the additional (lessee, 32, 64, 128,...) would require an additional 256X tracking requirements. Which is even more demanding because each resource has three possible conditions (unowned, owned, developed). The difference between "Standard" and "Abundant" resources adds a considerable strain on the program's memory requirements.

one person posted a next turn crash at like turn 50. there is hardly anything to process, and keeps crashing. Makes me wonder if it's a barbarian glitch now.
 
Makes me wonder if it's a barbarian glitch now.
Probably not. I played most of my games with "No barbarians" -- the few that included barbarians were when I forgot to check that box -- and still got CTDs.
 
Up until today if I had a game crash using DX 12 I could continue the game reloading without DX12. Today I got the crash and the report but could not continue the game at all. It crashed making the next turn so the cause is a mystery to me. It was @ 130th turn.
 
I had crashes to the game's crash reporter. The cause seemed be chaining a Missionary to a Conquistador and unchaining it later in the same turn after moving the pair.

I haven't used anything larger than a standard map size. I'm at turn 275 of a Science Victory, Standard Map size; no issues in this game yet.

I started playing after the Fall patch was released, so I can't say anything about whether game stability was better pre-patch.
 
I've only had one post-patch crash, but it was a consistent one, Seeing as I've had pre-patch crashes, I don't really see how the patch was 'fata', 'terminal' or watever. (I only play Huge maps.)
 
I'm approaching a Science victory for a game using a Mighty map (mod choice, one size up from Huge). Marathon, 4 civs. Current turn is somewhere about mid-600s. No crashes, freezes or CTDs.

Earlier I had CTDs start up fairly early on a Huge map with 5 civs in play. Then with a Huge map with only 4 civs, no problems. Now again with only 4 civs on an even bigger map, again no problems. I'm starting to wonder if the crashing is because of the number of civs in play.

Next I think I'll go back to Monstrous, but with only 4 civs, and see how that plays out.
 
Again had DX12 crash which I couldn't fix by re-loading with regular DX. Early in game just after getting a great prophet. Completely different from my other crash. Perhaps it was all those mouse :eek: clicks that did it? :shifty:
 
It seems that with the 1.0.0.38 patch, a large number of people have started to experience crashes. So many that it makes me think that the patch contained a terminal bug. But if that was so, I wonder if most everybody else that is NOT complaining on the forum also experience crashes, so are now sitting silently on the sidelines just waiting for the inevitable new fixit patch. If that IS the case -- EVERYBODY's games have started crashing -- I would want Firaxis to at least be civilized enough to "own their mistake" and just announce that they are aware of the problem and are feverishly working to correct the bug. OTOH, if it is just a relatively small percentage of users that are experiencing crashes, I'd like to know in what way our systems and game settings differ from those whose games never crash.

I am still crashing.
 
Several of my crashes have to do with the battery unit. The game sometimes crashes when I try to move it from the top of one unit to the top of another
 
Latest patch *fixed* my CTD issue. I can now click "Next Turn" and it no longer crashes when the specific AI player is processing. Thanks Firaxis.
 
I wonder if this new patch has fixed all the issues. Probably the main reason I have not bought this game yet. That and I need to replace this machine first.
 
The game seems to have a memory leak or conflict, where the memory is not cleared when you load a savefile while still playing. This can be overcome by returning to the Main Menu first.

Civ3, Civ4 and Civ5 all had the same issue.
 
With Civ 4 running windows mode seemed to fix most of the crashes. Of course I have not tried civ 4 with more than 4gb of ram. So I doubt any of these franchises will ever be bug free. That being said even with the CTD on Civ 4 it was always salvagable from auto saves. Where with Civ 6 the crashes related to game play issues. Not saying memory crashes are excusable. Not sure if more ram will ever fully solve the leaks.
 
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