Single Player bugs and crashes - After the 13th of August 2013

I am not going to do the next version UNTIL this gets fixed (this ONE line):

http://forums.civfanatics.com/showpost.php?p=12779219&postcount=9080

That is pretty wacky.

If the "and Production" were removed from that text it would take up one less line so you should be able to actually show the production cost without using any more space. Depending on where exactly it wraps it might need to say "Prerequisites" instead of "Prerequisite Info" (and I could also bring up the whole "excessive capitalization" issue).
 
The production is easily placed in the main page segment. That page does include experience point info when the bug option is on to do so.

I don't mind the feedback - I wasn't sure if the system would need some adaptation or not so it's good to know it does and how.

However, there's nothing excessive about the use of capitals on any nouns in a title line, which those help notes would be.
 
Depends on scale and on budget. At very high scales (data-center that needs peta-byte level storage) solid state technologies are just not sufficiently cost competitive yet. For a PC where the scale is say 200G->2T or so they are on the cusp. Prices are around the $0.60/GB range currently, so the 200G->2T works out as around $120->$1200 (actually more at the lower end, because larger SSDs are cheaper per gigabyte). HDDs are still something like an order of magnitude cheaper, but as an overall fraction of the cost of a system the additional cost is much less as an overall percentage.

My advice would be small SSD for system drive + HDD for data if you want to keep costs down, but if you can afford to go all SSD it's definitely a benefit for many applications (not for things like video or photo storage, but for things that need fast random access - loading C2C, concurrent multiple VMs, ...).

If you are doing multiple VMs (which all are running OSes and programs and are IO intensive) you will murder that SSD very quickly, as they are write-limited. And given that IIRC you bought a $600 1 TB ssd for your rig that would be a pretty penny.
 
If you are doing multiple VMs (which all are running OSes and programs and are IO intensive) you will murder that SSD very quickly, as they are write-limited. And given that IIRC you bought a $600 1 TB ssd for your rig that would be a pretty penny.

Where does it say that, pls http??

Also at Koshling:

After the LAST compatibility change or SVN that did something someplace, it used to take LESS than a minute to run, now it is taking more than 4 minutes to get it to work??(On a map in Ren Era that is. Also turn times have dramatically increased ?? Whereas they didnt before in the Ren Era?
Just an observation, not a criticism.
 
If you are doing multiple VMs (which all are running OSes and programs and are IO intensive) you will murder that SSD very quickly, as they are write-limited. And given that IIRC you bought a $600 1 TB ssd for your rig that would be a pretty penny.

Nah - I ran some numbers on wear leveling - it'll be fine for many years.

Edit - I should qualify that statement slightly. It actually depends on what hypervisor you're using, and thus how it maps virtual volumes to physical storage. For HyperV it's fine. For a bare-metal hypervisor like VMWare ESX I wouldn't be so confident (I use HyperV)
 
Where does it say that, pls http??

Also at Koshling:

After the LAST compatibility change or SVN that did something someplace, it used to take LESS than a minute to run, now it is taking more than 4 minutes to get it to work??(On a map in Ren Era that is. Also turn times have dramatically increased ?? Whereas they didnt before in the Ren Era?
Just an observation, not a criticism.

If you can provide me with a save that is now running slowly, I'll find out what the bottleneck is, but I'm not aware of any recent changes that would account for that - can you put your finger on the revision (or a numerical range) that it definitely occurred over?
 
I believe it was the same one you made the graphical switch from VP to now current graphics switch(i believe it got longer and longer with each new SVN that you submitted, again JUST guessing here). And you can use the ABOVE post i have with that savedgame, that is what i am currently running, and many thx for looking.
 
There's something wrong with the graphic for the Japanese variant of a longbowman (samurai graphic I think) - when it's placed on certain terrains (hills?) it leads to corrupt graphics with planes radiating across the screen. I have seen no other unit graphic causing this.
 

Attachments

  • corruptLongbow.jpg
    corruptLongbow.jpg
    225.7 KB · Views: 84
I believe it was the same one you made the graphical switch from VP to now current graphics switch(i believe it got longer and longer with each new SVN that you submitted, again JUST guessing here). And you can use the ABOVE post i have with that savedgame, that is what i am currently running, and many thx for looking.

None of the graphics code is executed between turns(i.e. - during the AI turn) UNLESS you do NOT have 'minimize AI turn times' switched on, and even then only if the map is focussing around on battles and things. So:

1) Is this happening for you? (i.e. - the map moving around to show you things).

2) Do you have that BUG option set?

3) For me the end turn (if I just load the save and hit end turn) takes approximately 1 minute, 20 seconds. Is it taking significantly longer for you than that?

4) When it was running faster was that for more or less the same game conditions (entire world revealed, roughly the same diplomatic status as now, roughly the same trade status)? [if you have a save from a time you know it was running faster try that and verify that it also runs slower, which would rule out any change in the game state]
 
None of the graphics code is executed between turns(i.e. - during the AI turn) UNLESS you do NOT have 'minimize AI turn times' switched on, I dont use this)and even then only if the map is focusing around on battles and things. So:

1) Is this happening for you? (i.e. - the map moving around to show you things). Fine here.

2) Do you have that BUG option set? (I have Graphic thingy on)

3) For me the end turn (if I just load the save and hit end turn) takes approximately 1 minute, 20 seconds. Is it taking significantly longer for you than that? Right now, right about 2 minutes or just over)

4) When it was running faster was that for more or less the same game conditions (entire world revealed, roughly the same diplomatic status as now, roughly the same trade status)? [if you have a save from a time you know it was running faster try that and verify that it also runs slower, which would rule out any change in the game state]
Sorry i dont have savedgames, because by the time i think of stuff i want to do, by the eot i forget, sorry:blush:
Maybe i am just blowing smoke, but at least it seems taht way to ME, thats why i HATE the GEM map, i hate waiting anytime around/over 1 1/2 minutes sorry:mischief:
 
Sorry i dont have savedgames, because by the time i think of stuff i want to do, by the eot i forget, sorry:blush:
Maybe i am just blowing smoke, but at least it seems taht way to ME, thats why i HATE the GEM map, i hate waiting anytime around/over 1 1/2 minutes sorry:mischief:

The BUG option I was asking about is NOT the graphics one - it's 'Minimize AI turn times' - I assume you also have that one ticked?

PS - I'm currently running some profiles of your game to see if I can see any hotspots that might be new
 
The BUG option I was asking about is NOT the graphics one - it's 'Minimize AI turn times' - I assume you also have that one ticked?

PS - I'm currently running some profiles of your game to see if I can see any hotspots that might be new

I had that mentioned in RED above also, ok great, thx for checking this out.
 
Where does it say that, pls http??

Also at Koshling:

After the LAST compatibility change or SVN that did something someplace, it used to take LESS than a minute to run, now it is taking more than 4 minutes to get it to work??(On a map in Ren Era that is. Also turn times have dramatically increased ?? Whereas they didnt before in the Ren Era?
Just an observation, not a criticism.

There was some slowdown due to Super Forts code searching for plots outside owned territory to improve. Your game also showed a slight bottleneck in the AI responsible for responding to sea attacks.

I have done some optimization work (of both areas) - you should find your game runs approximately 25% faster now (26% according to my profiling, but mileage may vary slightly)
 
There's something wrong with the graphic for the Japanese variant of a longbowman (samurai graphic I think) - when it's placed on certain terrains (hills?) it leads to corrupt graphics with planes radiating across the screen. I have seen no other unit graphic causing this.

If I replace ART_DEF_UNIT_YUMISAMURAI with ART_DEF_UNIT_LONGBOWMAN in ARTSTYLE_JAPAN everything is fine, so there's definitely something up with ART_DEF_UNIT_YUMISAMURAI. Anyway, I've patched my copy to use the basic longbowman, so I can continue to play. I have no idea what might be wrong with the samurai one - hopefully someone that understands the graphics formats can spot something..
 
you should find your game runs approximately 25% faster now (26% according to my profiling, but mileage may vary slightly)

:lol: Oh come on now that 1% is a WHOLE lot :joke::p ;)

EDIT: On a serious note

If I replace ART_DEF_UNIT_YUMISAMURAI with ART_DEF_UNIT_LONGBOWMAN in ARTSTYLE_JAPAN everything is fine, so there's definitely something up with ART_DEF_UNIT_YUMISAMURAI. Anyway, I've patched my copy to use the basic longbowman, so I can continue to play. I have no idea what might be wrong with the samurai one - hopefully someone that understands the graphics formats can spot something..

Can you do this pls, rename the one with the yumi1_fx to just yumi and see if that works, thx. . . SO
 
Back
Top Bottom