Massive Slowdowns late game, memleak galore?

Make sure your graphics card is well above the minimum. Col's graphic requirement is a lot higher than Civ4's as it's a much newer version of the graphic rendering module.

Now that's really odd.

I'm running Civ4Col on a laptop - the hp compaq tc4200 with 1.5 gigs of ram and a frail onboard graphics card, GMA900. It will run Civ4Col fine up until shortly before revolution, then the game inevitably crashes.

But the reason I'm saying what you said is odd, Dale, is that I can't even install Civ4 on this computer. My experience was that Civ4Col was *less* picky about system requirements than Civ4, not the other way round.

Cheers, --- Wheldrake
 
That is wierd. But I can guarentee what I said is the case. Just lucky for you eh? :)
 
I have the task manager performance monitor running on another monitor as I am playing and the game runs fine at first with my computer using about 1.3 - 1.4 of its 2 GB of RAM, so I don't see a problem here. However, as the game goes on, usually 5-10 minutes, the CPU usage just keeps going up from about 40-50% to 100% and then it just stays there and becomes unplayable. I am getting this in Civ 4 too but not as fast as it occurs in Colonization. I never had this problem before playing on this computer, I don't know why its happening now. I even reformatted and that didn't even work.
 
im having the same problems late game, and im running it on my new comp

Corei7 920 @ 3.8ghz
6gb DDR3 1600
GTX285 SLI

I dont get slowdowns in any other games period except this one for some reason


and before you say its my overclock its prime torture test stable at this speed for 12 hours tested, i stopped the test of after 12
 
Games slowing down as you play is common to the engine they built. It has to do with how the object arrays are created: linked lists. So as the game progresses and units (or other objects just units are the biggest culprit) are created, changed and removed, more memory is taken up. This is because it takes much less RAM to store 8 units at the start of the game, than 300 units mid-game, or 1000 units end-game.

You can help this by exiting the game every 50 turns or so as the dead stubs are removed from RAM thus freeing up some of the space.

Sad that some people think it's a memory leak when all it is, is this happening. :)
 
I am not even far into the games and I am having problems. Also, I can't play 50 turns without it slowing down. I would be exiting the game every 5-10 turns. I don't think it is the RAM either. I have the performance monitor running on another monitor and it only shows about 1.5 gigs of my 2 beings used while I am playing Civ 4 or Colonization.
 
Games slowing down as you play is common to the engine they built. It has to do with how the object arrays are created: linked lists. So as the game progresses and units (or other objects just units are the biggest culprit) are created, changed and removed, more memory is taken up. This is because it takes much less RAM to store 8 units at the start of the game, than 300 units mid-game, or 1000 units end-game.

You can help this by exiting the game every 50 turns or so as the dead stubs are removed from RAM thus freeing up some of the space.

Sad that some people think it's a memory leak when all it is, is this happening. :)

so its sloppy program because the game doesnt trigger a clean in the memory of changes and stores all previous states. that is very sloppy programing from Fraxis instead. The point is you shouldn't have to do these things. I can Rome Total War all day without a slowdown
 
Codswallop... that's hilarious. Did anyone see that Dirty Jobs episode where the cameraman who eats anything tried it?

Ooooh... OT: If it's a "lists" thing", then why does a quicksave(shiftF5)/quickload(shiftF8) get rid of the slowdown without any need to restart the app? BTW, that's my current solution for the slowdown as it takes all of 10-15 seconds to do. However, in vanilla C4 I found that disabling animations significantly reduced the appearance of slowdown. As most of the slowdown was most notable when selecting/scrolling through units, that what led me to disable effect for them. That's my next step with C4C, as it appears to be the same problem with the addition of the city screen being slow as hell, with particular regards to moving colonists around.

Basically, that's my way of saying that I think the "lists" thing is a bunch of codswallop. I think it's primarily a problem with the unit animations.
 
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