Single Player bugs and crashes v35 plus (SVN) - After the 18th of August 2014

I do remember loading viewport enabled games without viewports just fine.

However it wasn't using the BUG option.
I never had any problems with viewports either but changed it on and off in the user-setting file myself. Bug options can be twitchy sometimes.
Caveman2Cosmos\UserSettings\BUG Main Interface.ini
 
After last CTD fixes i was finally able to continue my 2 month old GEM game, i am in early industrial now. I'm using viewports of course.

But now i have another problem - i declared war on my Hittite neighbour, and after pressing EoT game thinks around 1-2-3 hours for one turn. Autosave itself is created about 10 mins after ending turn, if game crashes after that and i load autosave - it takes 2 hours or so to load and process turn. Computer is 1 year old, i7-4771 running at 4.5Ghz, 16Gb RAM, 870 Nvidia card, SSD disk (where system and civ files are located at). Civilization process in task manager shows only using 13% of CPU.

I tried cleaning cache but there isn't any difference.

I dunno what else to try, is it my particular game problem or maybe there are some loopholes in AI calculations ... I understand this is pretty mature game, but i never had game think THAT much. Well sometimes it were 30-40 min turns, but only 1-2 turns, in my game it is like 10 or so turns of 2+ hours ...

Game itself is big, so im uploading it here: https://yadi.sk/d/_TpDVaHJfrjKU (this is savegame before pressing EoT button)
Game uses megaciv pack 3.2 from modmod section with single unit graphics.

Update: time of autosave file is 19:39, game loaded and turn processed = 20:24
 
@Talin,
Are you using Both Graphical paging and viewports now? You should for that game. And your view port size what did you set it to?

Iirc isn't this game the one with 32 Civs pre set at game start? You do realize that that particular Map has not been updated to current SVN coding don't you? Plus you are using the Mega Civ pack too. More opportunities for conflicts I would think.

JosEPh :)
 
After last CTD fixes i was finally able to continue my 2 month old GEM game, i am in early industrial now. I'm using viewports of course.

But now i have another problem - i declared war on my Hittite neighbour, and after pressing EoT game thinks around 1-2-3 hours for one turn. Autosave itself is created about 10 mins after ending turn, if game crashes after that and i load autosave - it takes 2 hours or so to load and process turn. Computer is 1 year old, i7-4771 running at 4.5Ghz, 16Gb RAM, 870 Nvidia card, SSD disk (where system and civ files are located at). Civilization process in task manager shows only using 13% of CPU.

I tried cleaning cache but there isn't any difference.

I dunno what else to try, is it my particular game problem or maybe there are some loopholes in AI calculations ... I understand this is pretty mature game, but i never had game think THAT much. Well sometimes it were 30-40 min turns, but only 1-2 turns, in my game it is like 10 or so turns of 2+ hours ...

Game itself is big, so im uploading it here: https://yadi.sk/d/_TpDVaHJfrjKU (this is savegame before pressing EoT button)
Game uses megaciv pack 3.2 from modmod section with single unit graphics.

Update: time of autosave file is 19:39, game loaded and turn processed = 20:24

That is a very big game:eek: most of the turn time goes to the Single-Threaded UnitAI.
Try it without Surround and Destroy because that option slows things down and has no real AI coding.
 
That is a very big game:eek: most of the turn time goes to the Single-Threaded UnitAI.
Try it without Surround and Destroy because that option slows things down and has no real AI coding.

If it has no "real" coding lets take it out as an option then, same as other options that don't work correctly, hows that??
 
If I remember correctly, you can make options hidden with a default of off but if you remove them it will have strange effects on saves, maybe even break them.

yes you are correct, but that is what I meant, just make the option NOT to appear, bad wording on my part, as usual, lol . . .;) others I was thinking about were Barb World, and Barb Civs also?? But as al said definitely S/D
 
@Talin,
Are you using Both Graphical paging and viewports now? You should for that game. And your view port size what did you set it to?

Iirc isn't this game the one with 32 Civs pre set at game start? You do realize that that particular Map has not been updated to current SVN coding don't you? Plus you are using the Mega Civ pack too. More opportunities for conflicts I would think.

JosEPh :)

Yes, im using both - well, graphical paging is on by default and viewports i have turned on. port size is 60x60. Until i started war i was getting usual out of memory CTDs every once in 7-10 turns so game was playable.

It is game with 32 civs pre set, yes. Out of mega civ pack like only 4-5 civs have emerged during game - bactrian, portugal, pictish and something else, plus several starting civs have been destroyed already.

Sorry, map was not Acularius GEM but Redwallyz GEM - http://forums.civfanatics.com/showthread.php?t=545352
this one. I think it is less than 2 months old.

2alberts - is there any way to turn off that option inside game or in world builder?

Anyways, i was worried because game turns increased drastically in no time - it was 5-10 mins, then all of a sudden its 1-3 hours.
Current turn was 3 hours - autosave time is 20:54, turn ended as im typing this message - 23:52.

I'll try now to find where to turn off surround and destroy and see if it helps.

p.s. found in world builder where options are, turned surround and destroy off - will try and see how it works now
 
@Talin

Try setting your view ports down to 40x40 and see if that helps speed things up. Koshling warned that under a Graphics load you may have to reduce the settings down till you can progress at a reasonable turn time. But be warned unless the graphic load is lightened (Empires destroyed/Units removed/ the problem will continue to get worse. Koshling never supported using a 32 AI at game start especially with REV, Barb Civ or any other option that can create more civs in game.

Just sayin' but you might be reaching the end of this game.

One last thing do you know how many multithreads you have active? It's a setting found in one of the global defines. If you are set at 4 try reducing to 2, or if already at 2 down to 1.

Seriously though, you can't keep expecting miracles from a game that had too many AI in it to start. Hopefully alberts2 can pull a rabbit out of the hat for you on this one. Good Luck. :)

JosEPh
 
@Talin

Try setting your view ports down to 40x40 and see if that helps speed things up. Koshling warned that under a Graphics load you may have to reduce the settings down till you can progress at a reasonable turn time. But be warned unless the graphic load is lightened (Empires destroyed/Units removed/ the problem will continue to get worse. Koshling never supported using a 32 AI at game start especially with REV, Barb Civ or any other option that can create more civs in game.

Just sayin' but you might be reaching the end of this game.

One last thing do you know how many multithreads you have active? It's a setting found in one of the global defines. If you are set at 4 try reducing to 2, or if already at 2 down to 1.

Seriously though, you can't keep expecting miracles from a game that had too many AI in it to start. Hopefully alberts2 can pull a rabbit out of the hat for you on this one. Good Luck. :)

JosEPh

I'm aware of reducing viewport as game progresses further, been using that long ago, but i'm pretty sure current slowdown have nothing to do with video memory- game runs for 2-3 hours, but does not run out of memory.

Where do i check those multithreads/global defines? worldbuilder or?

well, lol, i am not expecting miracles =) have been playing C2C since beginning but i always liked gross games, going on for 1-2 months =) Actually i think i haven't ended any of them in last 2 years - had to drop somewhere in early or late industrial.
 
The Global Defines are in the Assets folder. Once I locate which one it's in I'll post it. If you don't find it 1st. It's located near the end of the file it's in though.

JosEPh

EDIT: A_New_Dawn_Globaldefines in Assets/XML/ this section:

<Define>
<DefineName>NUM_CITY_PIPELINE_THREADS</DefineName>
<iDefineIntVal>4</iDefineIntVal>
</Define>
<Define>

This is the default setting. Try reducing the 4 to 2.
 
The Global Defines are in the Assets folder. Once I locate which one it's in I'll post it. If you don't find it 1st. It's located near the end of the file it's in though.

JosEPh

EDIT: A_New_Dawn_Globaldefines in Assets/XML/ this section:



This is the default setting. Try reducing the 4 to 2.

Aye, found it, thanks.
It's at 4. Tomorrow i'll try reduce it to 2 and see what happens.

p.s. Last turn took 2 hours =) With surround and destroy off. I have strong feeling some useless calculations going on.
 
Missing improvement icons.

@Sparth

1. would it be possible for you to turn the image in Demand.zip into a button for the demand buildings?

2. There is a incorrect button for the Mapingauri units. The Spearman (bronze/copper) one is the same as the subdued and wild animal.

3. Would it be possible to get a Guardian/Guard button for
  • Ground Sloth
  • Cave Bear
  • Cave Lion
  • Sabretooth
  • Lion
  • Tiger
  • Moa or generic terror bird

These are for actions, units and buildings that represent Guardians and Cerimonial Guards. The former for Prehistoric plot improvements. The latter will be more for modern tourism plus a bit of defense in the middle ages.
 
Talin wrote:Computer is 1 year old, i7-4771 running at 4.5Ghz, 16Gb RAM, 870 Nvidia card, SSD disk (where system and civ files are located at). Civilization process in task manager shows only using 13% of CPU.

Do you also have a HD besides the SSD? And if so have you set the paging file to be on that HD instead of the SSD? My oldest son showed me that it makes processes faster. I too have an i7 but it's a 2nd gen 2600K @3.4GHz. I only have 8GB of ram, but also have a Nvidia vid card GTi 550 Ti 1GB.

I did download your save and will see if I can run it.

JosEPh
 
@Talin,

I got your save to load. After clicking the EoT red button the running man ran for 17+ minutes before CTD.

Some observations and stats before clicking EoT:
28AI plus Russia in game for total of 29 players.
Known cities: 424 with Incan at 41 (Russia 35)
Russia's Mil str is 0.7 compared to Incans and to 2 other AI only 0.5 Therefore at least 3 AI with armies near or at twice your's in size.

I didn't go into your Mil advisor to see how many Mil Units you have. But it's easily over 100+ just from the main screen view at load. If total Mil units in game average 100 for each empire that is over 2,900 Mil units. This does not take into account workers, etc. type units.

Since your game is in the industrial Era @ 1004AD on Eternity gamespeed (995/14305 turns completed), the number of bldgs in each city is also extremely large.

Now factor in that every unit and every bldg and wonder must go thru several individual calculations to process it's turn plus all other calculation to calculate research, culture, espionage, commerce, gold/turn generated or used. Now start multiplying these processes by what is in the game so far. Even though your i7 4771 is multicored, you must remember Civ BtS engine is only single core processing.

To put it bluntly, you've smothered the Civ IV BtS engine in it's own calculations. And with the sheer volume of processes being calculated it only takes 1 graphically misdefined value to kill the graphic process. You've reached the end of this particular game on this GEM map with 32 preset Civs. IMHO you are Done. The concrete has set around your boots and you cannot move anymore. It's Finis, Kaput, Over my friend! You pushed it to the breaking point. Well Done! :)

JosEPh
 
Aye, found it, thanks.
It's at 4. Tomorrow i'll try reduce it to 2 and see what happens.

p.s. Last turn took 2 hours =) With surround and destroy off. I have strong feeling some useless calculations going on.

That slow down comes from the UnitAI which only uses one thread so it can't use more of your cpu. If there are stacks with lost of units moving around next to each other or even fight, things get really slow. That explains why sometimes a turn is faster because in that turn they might have moved away from each other or so. I suggested to turn of SaD because it can be time cosuming in that kind of scenario.

Maybe there is something i could do to speed things up again, i do some more testing with that save.
 
@Talin,

I got your save to load. After clicking the EoT red button the running man ran for 17+ minutes before CTD.

Some observations and stats before clicking EoT:
28AI plus Russia in game for total of 29 players.
Known cities: 424 with Incan at 41 (Russia 35)
Russia's Mil str is 0.7 compared to Incans and to 2 other AI only 0.5 Therefore at least 3 AI with armies near or at twice your's in size.

I didn't go into your Mil advisor to see how many Mil Units you have. But it's easily over 100+ just from the main screen view at load. If total Mil units in game average 100 for each empire that is over 2,900 Mil units. This does not take into account workers, etc. type units.

Since your game is in the industrial Era @ 1004AD on Eternity gamespeed (995/14305 turns completed), the number of bldgs in each city is also extremely large.

Now factor in that every unit and every bldg and wonder must go thru several individual calculations to process it's turn plus all other calculation to calculate research, culture, espionage, commerce, gold/turn generated or used. Now start multiplying these processes by what is in the game so far. Even though your i7 4771 is multicored, you must remember Civ BtS engine is only single core processing.

To put it bluntly, you've smothered the Civ IV BtS engine in it's own calculations. And with the sheer volume of processes being calculated it only takes 1 graphically misdefined value to kill the graphic process. You've reached the end of this particular game on this GEM map with 32 preset Civs. IMHO you are Done. The concrete has set around your boots and you cannot move anymore. It's Finis, Kaput, Over my friend! You pushed it to the breaking point. Well Done! :)

JosEPh

Btw, speed is marathon, not eternity.

Actually, i have around 1000 mil units, i have 2 main armies - stacks of 400-500 each, navy stack of 200, and several lesser stacks of 5-10 + garrisons in cities. That's approx estimate ofc.

And i witnessed myself Cholan stack having 370 culverins + 370 falconets, not sure what was rest of stack =)

I do realize they all go through calculations, but it has been that way long ago, i remember playing enormous maps and AI stacks of 600-800 units =) It takes some time, but modern computers have processing power much better then 20 years ago (i remember my first PC - 486 with 16 Mb RAM =) ).

All in all, in my particular case it is highlighted that some extra calculations going on, im sure. And if alberts finds out which and where it could help in overall C2C performance.

And i'm nowhere done in that map, im looking forward for my orbital bombers =)))
 
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