Thunderbrd
C2C War Dog
When do they crash, between turns or at the beginning when you open it? Either way, the save is necessary to fix the problem.
Sadly, no luck with 8606 either. Loading an autosave it stuck at 'Finishing' with close to zero CPU usage. A normal save never finishes the turn and I let it run for about 30 mins, which is 6 times the normal turn time.
Both saves are attached.
View attachment 396293
View attachment 396294
Sometimes turns can be 3-4 hours, for turn or 2 (on i7-4771 at @4500GHz), after that turn times return to normal.
If a game required that, I'd have abandoned it approximately three hours before then.
Talin's game is rather unique. He's played the same one for a long long time. 30+ AI in the early TH Era iirc, with Really Massive armies too. He posted a save game a few weeks ago. If you look it up D/L it and load it. Good luck though on getting even that save to advance. My i7 2600K worked on it for 17 minutes before it locked up/CTD.
JosEPh
Sadly, no luck with 8606 either. Loading an autosave it stuck at 'Finishing' with close to zero CPU usage. A normal save never finishes the turn and I let it run for about 30 mins, which is 6 times the normal turn time.
Both saves are attached.
View attachment 396293
View attachment 396294
Sadly, no luck with 8606 either. Loading an autosave it stuck at 'Finishing' with close to zero CPU usage. A normal save never finishes the turn and I let it run for about 30 mins, which is 6 times the normal turn time.
Both saves are attached.
View attachment 396293
View attachment 396294
Ok, this issue has been strange up to now. At this point its VERY strange.
I ran both of your saves just fine. No issues. WTH???
Alberts... any theories on what the problem could be here? We're not talking about a slowdown unless its seriously a system issue but the changes haven't caused any further delays on my end and they're fairly basic at that.
template <class T>
T* FFreeListTrashArray<T>::getAt(int iID) const
{
int iIndex;
T* result = NULL;
if ((iID == FFreeList::INVALID_INDEX) || (m_pArray == NULL))
{
return NULL;
}
EnterCriticalSection(&m_cModifySection);
iIndex = (iID & FLTA_INDEX_MASK);
assert(iIndex >= 0);
if ((iIndex <= m_iLastIndex) &&
(m_pArray[iIndex].pData != NULL))
{
if (((iID & FLTA_ID_MASK) == 0) || (m_pArray[iIndex].pData->getID() == iID))
{
result = m_pArray[iIndex].pData;
}
}
[COLOR="Red"][B] else
{
return NULL;
}[/B][/COLOR]
LeaveCriticalSection(&m_cModifySection);
return result;
}
return result;
You have to revert the marked change that you made here!!!!!!!!!!
Code:template <class T> T* FFreeListTrashArray<T>::getAt(int iID) const { int iIndex; T* result = NULL; if ((iID == FFreeList::INVALID_INDEX) || (m_pArray == NULL)) { return NULL; } EnterCriticalSection(&m_cModifySection); iIndex = (iID & FLTA_INDEX_MASK); assert(iIndex >= 0); if ((iIndex <= m_iLastIndex) && (m_pArray[iIndex].pData != NULL)) { if (((iID & FLTA_ID_MASK) == 0) || (m_pArray[iIndex].pData->getID() == iID)) { result = m_pArray[iIndex].pData; } } [COLOR="Red"][B] else { return NULL; }[/B][/COLOR] LeaveCriticalSection(&m_cModifySection); return result; }
You are skipping the LeaveCriticalSection(&m_cModifySection) call that is causing those issues. Your change is pointless because result is initiated with NULL as value soalready does the same as the code that you added.Code:return result;
He is absolutely right to play such a huge game. Simply because it is possible to do it just like that without any modifications. But if that is not possible because it's too slow even on modern high-end hardware C2C is to blame not the player.
Dancing Hoskuld
In Build 1608 I tinkered with my infamous Lizards setup and determined that no, the vicinity bonus for mountain mines is not working as of current build.
Cheers!
-Liq