Single Player bugs and crashes v43 plus (SVN) - After January 2023

For player costs on handicaps below Noble are same as on Noble now.
AI still is much slower, as things are more expensive for it tho.

Even Noble handicap is extremely easy.
I said "slow", not "hard".
I haaate slooow games, loool.
But as of now, Ultrafast increases turn times way too fast due to how much of everything gets built, so I can't play it, even though I'd very much would prefer to.
And, yes, I only play "the slowest" and "the fastest" as well as "the easiest" and "the hardest" with NO in-betweens EVER, loool.
 
I said "slow", not "hard".
I haaate slooow games, loool.
But as of now, Ultrafast increases turn times way too fast due to how much of everything gets built, so I can't play it, even though I'd very much would prefer to.
And, yes, I only play "the slowest" and "the fastest" as well as "the easiest" and "the hardest" with NO in-betweens EVER, loool.
Yeah, someone just took away the fun from my current game :(
 
And it STILL crashes due to "bad memory allocation", despite me having wiped out almost everyone in the Old World and having turn times of about 5 seconds max.
This is ANNOYING.
 
Crashing, and crashing, and CRASHING.
Even though I'm pretty much the only significant civ on the entire (Pit's) map, with about a dozen others being Size-2 cities with almost no buildings or units, AND with No Barbarians.
FIX THAT ASAP, PLEASE!!! IT'S SUPER ANNOYING!!!
 
Crashing, and crashing, and CRASHING.
Even though I'm pretty much the only significant civ on the entire (Pit's) map, with about a dozen others being Size-2 cities with almost no buildings or units, AND with No Barbarians.
FIX THAT ASAP, PLEASE!!! IT'S SUPER ANNOYING!!!
upload save
 
upload save
I don't see what you expect to see there, but here it is.
Note that it crashes NOT because of the SAVE, but because the GAME PROCESS accumulates "heating noises" until it just can't handle it and crashes.
I literally had to minimize (NOT close) Civ.exe for a minute to "let it cool off" once in a while, but if I keep going without doing it for long enough - it crashes.
It's not a case of "crashing on turn X for reason Y" - it's a generic "crash after playing for Z turns straight" case instead.
 

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Then you must deal with it, or play on smaller map
It's very clearly a recent update's fault, though.
I had no problem playing a way much more crowded Pit's Earth a few months ago.
Meaning, something got DE-optimized in the code recently.
It's not like I could never play such maps, it's literally because some recent update kinda screwed up the code optimization.
Sorry, but fact.
 
Still inevitably crashing after some time of uninterrupted playing (meaning that memory leaking accumulates over time).
With almost an empty map (Pit's, but zero Barbs and a dozen civs with 1 city and maybe 5 units each - besides my own with 12 cities... and about as many units, lol).
Is anyone even looking into what RECENT CHANGES are causing this (it's clearly one of the latest updates, since it previously took a seriously crowded map to cause something similar).
Please, no?
 
Still inevitably crashing after some time of uninterrupted playing (meaning that memory leaking accumulates over time).
With almost an empty map (Pit's, but zero Barbs and a dozen civs with 1 city and maybe 5 units each).
Is anyone even looking into what RECENT CHANGES are causing this (it's clearly one of the latest updates, since it previously took a seriously crowded map to cause something similar).
Please, no?
Well it said in changelog that game would run faster at expense of memory usage.
Maps bigger than Gigantic are unsupported.
 
Well it said in changelog that game would run faster at expense of memory usage.
Maps bigger than Gigantic are unsupported.
That's... not really nice of you, loool.
Hope this gets resolved satisfactory in BOTH directions soon enough, heh.
 
I didn't say "who is the you" - I meant all of you, hehehe.
Anyways, it's not exactly unplayable, but still quite annoying to get random MAFs on an almost empty map - the concept itself irks me the most, if anything.
Well... that certainly sounds like a new memory leak issue is afoot somewhere. Obviously those things are nearly as hard to find as OOS errors, particularly because when debugging there's nothing to show where it's happening in any diagnostic tools. You CAN do some searches through array establishments to see if you can find where you failed to close the local array you declared before letting the program move on, then redeclaring the array again later. This is a common C++ error from what I understand, but nothing really helps to point to it so its a codewide search through all array declarations to find it (and it MIGHT not be the only way you can get a memory leak.)

@Toffer90 : having kept a better eye on the code changes lately, do you have any idea where such a local array may have been added that might not be clearing properly before the program moves on?
 
Minor question -- it appears that Shift-clicking more than two cities deselects the previously selected cities, and keeps only the third one selected. Is that intended behaviour? Will there be a substitution for it?

Also -- a functional question -- would it be possible to make it so that Alt-clicking on a city selects all cities, but the construction window is opened for the city that has been clicked on (and not for the "earliest built city")? E.g., when I Alt-click, my capital's construction window is always opened, so I can then propagate construction elsewhere -- I was wondering whether I can propagate construction from other city by Alt-clicking like this.
 
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It's BEYOND ANNOYING to get a MAF after thinking "let's save next turn", then clicking End Turn... and MAFing.
A! N! N! O! Y! I! N! G!

Yeah-yeah, "only max 5 turns lost due to auto-saving".
STILL ANNOYING!!!
 
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