Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015

Status
Not open for further replies.
All that means is that U need to "run as administrator"


@ TB

have a EoT loop stall . . (latest SVN)

So how cool is it that the latest adjustments to the dll have already fixed this hang issue? Pretty darn cool. I haven't committed this yet. One more thing to do first. The change also clearly sped things up.
 
SVN 9181

On the screenshot there is the error message and the disappearing player list we talked about earlier. I uploaded a save of my game. If I declare war on another civ this happens.

Also I had a CTD at the end of the same turn but I can't repeat it. I uploaded a minidump anyway. The combat animations are turned off. I started the game with SVN 9181 today. I tweaked the event frequency in the CIV4EraInfos.xml in my game but it shouldn't be a problem if I'm not mistaken.

OK... being primarily a python issue, I'm hoping DH can take a quick looksie but I can try later perhaps if he hasn't been able to.
 
I read somewhere that Obsidian is very sharp initially but blunts quickly. So it is not a good tool for mass wood chopping.

If I remember correctly it doesn't blunt at all but chip. Which means it stays just as sharp but is smaller. Similar to flint but breaks faster than flint. Neither blunt as fast as copper but copper is shinny. Bronze and iron are about the same as flint in durability but can't cut the stone that flint can. Gems are the best for stone and were used for cutting stone in the ancient and classical eras. Steel is better and so are modern composites.
 
Hi

I'm getting a CTD during end turn.
I think its right before my next turn starts when it happens.

I'm now runnig 9186 but it was happening to a few builds ago.
 

Attachments

Hi

I'm getting a CTD during end turn.
I think its right before my next turn starts when it happens.

I'm now runnig 9186 but it was happening to a few builds ago.

Will look into it this evening.
 
Hi.

I would have reported this two weeks ago but didn´t. Mainly because the bug report became kind of extensive.

What I tested was how fast a turn got processed. Simplyfied, how long time those it take between turns. What I did was I used a timer, low and highest grafic settings, on large and hugh map size. This to determine what difference the settings made.
Number of civs was a presettings on map size + 3 on large and +5 on huge.
The test took place after 100-200 turns in game.

Results:
-Grafics settings don´t make any difference at all.
-On Large map it takes appr. 30 seconds between turns.
-on Huge map it take appr. 45 seconds between turns.

My notes:
The fact that a player have to wait so long between turns has the potential to take the fun out of the mod. There should perhaps be en discussion between (you) developers about priorites sections of the mod contra loading time.

BR Loffas
 
Hi.

I would have reported this two weeks ago but didn´t. Mainly because the bug report became kind of extensive.

What I tested was how fast a turn got processed. Simplified, how long time those it take between turns. What I did was I used a timer, low and highest graphic settings, on large and huge map size. This to determine what difference the settings made.
Number of civs was a presetting on map size + 3 on large and +5 on huge.
The test took place after 100-200 turns in game.

Results:
-Grafics settings don´t make any difference at all.
-On Large map it takes appr. 30 seconds between turns.
-on Huge map it take appr. 45 seconds between turns.

My notes:
The fact that a player have to wait so long between turns has the potential to take the fun out of the mod. There should perhaps be en discussion between (you) developers about priorites sections of the mod contra loading time.

BR Loffas

I have been saying this now for a YEAR!!!!!, i think its time to start taking things OUT of C2C to make turn times NO longer than 30 seconds for an ENTIRE game . . .MPO

btw this NEW NPC stuff is now taking TWICE the turn times as it used to...

anyways >?>?>?

CTD
upon trying to load game with latest SVN

One thing i just noticed is that ALL autosaves CRASH, but regular saves work ./ . . .
 
you can build in city walls, but wooden palisade you can't upgrade

Assuming you mean the plot improvement palisade you can, it just takes a different tech. If I remember correctly it was done this way to represent the idea that a garrison is needed to provide the man power to upgrade a palisade. This is why fortifying a unit in a fortification will upgrade it.
 
btw this NEW NPC stuff is now taking TWICE the turn times as it used to...

On a Large "Play Now" map, it takes over 5 seconds to resolve Turn One. This is ridiculous.
 
Perhaps it's because I'm using an SSD but my turns have an average of 5 seconds throughout the prehistoric on a giant map. first turn is usually 1-3 seconds. I haven't played later eras in a while so I can't speak for those.
 
Perhaps it's because I'm using an SSD but my turns have an average of 5 seconds throughout the prehistoric on a giant map. first turn is usually 1-3 seconds. I haven't played later eras in a while so I can't speak for those.

I have a brand new computer JUST for C2C, its a Nvidia 980, 6th Gen Intel® Core™ i7 processor; 16GB memory; 2TB hard drive and 256GB solid state drive
Special features: Blu-ray playback; 4GB dedicated graphics; built-in wireless networking; Bluetooth; HDMI output, and i have a special button just for TURBO-Boost.

And my turn times are over 10 seconds from start, on a LARGE map, and only 7 civs. . your map, then when i get 1/2 way through PreH its goes to 15 seconds, and then when i hit 1/2 through the Ancient Era, it goes to 30 seconds . .
 
I have a brand new computer JUST for C2C, its a Nvidia 980, 6th Gen Intel® Core™ i7 processor; 16GB memory; 2TB hard drive and 256GB solid state drive
Special features: Blu-ray playback; 4GB dedicated graphics; built-in wireless networking; Bluetooth; HDMI output, and i have a special button just for TURBO-Boost.

And my turn times are over 10 seconds from start, on a LARGE map, and only 7 civs. . your map, then when i get 1/2 way through PreH its goes to 15 seconds, and then when i hit 1/2 through the Ancient Era, it goes to 30 seconds . .

Then I'm convinced that we should remove something, the question is what. Perhaps disease, pollution and crime diffusion will have the biggest impact. What do you think TB?
 
I'm sure diffusion has a massive effect, especially as the number of cities seems to correlate well with the extended slowdowns.
 
I'm sure diffusion has a massive effect, especially as the number of cities seems to correlate well with the extended slowdowns.

It will definitely have a significant impact on late game turn time, I'm more uncertain on how much it would affect early game, thought the algorithm probably loop trough every tile each turn throughout the game.
 
It used to be that I'd only get 5+ second turns literally from Turn 1 if I tried a map larger than Huge. If I'm now getting that with just Large maps (and a better computer to boot), something is very wrong.
 
I'm sure diffusion has a massive effect, especially as the number of cities seems to correlate well with the extended slowdowns.

It will definitely have a significant impact on late game turn time, I'm more uncertain on how much it would affect early game, thought the algorithm probably loop trough every tile each turn throughout the game.

the new game I started (and what crashed just now) is 500 turns old only, and I notice that there is a relative long time betweem my last unit turn or do other and the blinking red button, means, in background the AI is calculating a liong time more for moving or spawning animals etc.

compared with former games with mass of cities, for my feeling it is not the amount of cities, not the amount of civs, but the amount of total existing units that need to get calculated each turn. It makes no difference for CPU calculation time if there are 100 citgies and 10,000 units or 10 cities and 10,000 units. Each units neets to get calculated separately. Therefore, grafic is not the this, this is only 1x when loading work for the GPU, but processing time of the CPU is the point.

This would be same in early game when mass of animals are around and spawn again and again.

The only way I see to reduce calculation time is to reduce the total amount or units, which sometimes can be more than 10,000 each civ (as the last game had). It is an XP game, works with 9 threads on 2 kernels only, it is not a 64 bit game!

This means, create a way that a unit can get much more stronger and upgrade and at same time reduce the amount of units, so that (i.e.) now 10 good attacker are fine to get a city while 10 defender are good to defend it, and not, as in my last game, a city had more than 250 defender (all low level units) and around there had been in each field also more than 250, so that I neede more than 1,000 military units to attack well.

The AI uses more mass of low level units than smaller amount but well upgraded. Maybe that you can manage by maintenance costs (food or gold) which should be same for low level and high level unit, so high that the AI can't build that mass and decides to upgrade instead to create a new unit.

Limit amount of units per tile does not help. This only forces that any field gets maximum of allowed units and units no longer can move and the civ in case freezes de facto (that I had when I set the limit for test, it gives terrible result.)

Edit
just time tested

I7-4700 2,4 GHz / 16 GB Ram / GeForce 780 / 4 GB VRam / Win7-64 / SSD

GEM map
turn number 496
load sav 3.680 KB after start game - 65 sec
recalculation done at first 45 sec - this shows where the problem is, that is much too long,should be not more than 15 sec in this early status of the game.
next turn wait 61 sec

Edit 2
I play that game w/o random events!
 
Status
Not open for further replies.
Back
Top Bottom