v23 Bugs and Crashes

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Thanks for the clarification. My gut response is that the building costs are a bit too low, but that may be because I came from v23, so I'll play some more to get a better sense of how things work.

One of the reasons for alot of extra cost in the early Eras, is that you will definitely need them pas Industrial Era, Modern Era will take it as fast as you can get it, so hold on to what you have, just like the ole days of Kings and Castles, remember they had a stock pile of gold and trinkets, but now look at them, every nation is almost broke, except for China, (Which owns 1/4 if the USA already:blush:) LOL.

Actually the Vatican were the worst on this, the Cardinals kept all the tax money and lived like kings, but the peasants lived , well like peasants.
 
Is it ok, if 70-80% of the game time city in other civs build units, not buildings, or wonders? May that's why like 10 units citing in almost every city!
 
Just got back from the store with upgrade to 4gigs of RAM and I'm STILL getting MAFs. What on Earth could cause this? :confused:
 
If you're getting MAFs and you are using Windows XP, you should use the 3GB switch to fix them. It works like a charm for my wife's POS laptop and that machine has about 1 gig ram. Amazing it loads and plays well at all... the 3GB switch is a miracle worker for her machine.
 
@Koshling"

At the beginning of the next turn the workers just walk right next to the barbarian animals, this ha happened like three times already:sad: And then again the turn after that:crazyeye:

Are these old-style workers (with 0 combat strength), or workers with combat strength? If the latter it's because the AI has no concept of handling workers with defensive capabilties and pretty much treats them as if they were invulnerable.
 
Are these old-style workers (with 0 combat strength), or workers with combat strength? If the latter it's because the AI has no concept of handling workers with defensive capabilties and pretty much treats them as if they were invulnerable.


Ones with 0 strength.
 
You may still have a 32 bit OS then. As to how to engage the 3GB switch on Vista... I'm not entirely sure. But here's my advice. Do a site search for '3GB switch' and rummage through what comes up. There's also a link on a page on the main C2C thread but I can't remember which one, pg 82 I think, bottom of the page (though I could be wrong now.)
 
You may still have a 32 bit OS then. As to how to engage the 3GB switch on Vista... I'm not entirely sure. But here's my advice. Do a site search for '3GB switch' and rummage through what comes up. There's also a link on a page on the main C2C thread but I can't remember which one, pg 82 I think, bottom of the page (though I could be wrong now.)

Also, if you can predict roughly when you are going to MAF, check in task manager the turn before to see how much memory Civ is using. If its just under 2G and yuo MAF ten your issue is the 3G switch. If its more like 2.7G or so then its just the game size, and you'll need to start turning down options like the SHOW_BUILDINGS level and so forth.
 
Ones with 0 strength.

Ok, looked into it. It's nothing new - the code in that area is a bit dumb-ass IMO and could use some work. Basically when it comes to connecting cities that are not linked entirely within your own territory it has problems. I have applied some sticky tape which will improve things slightly and will have 2 effects:

  1. The AI will escort workers building such routes. How effectivekly it will escort them is another matter of course, but it should suffice for animals in most cases.
  2. For a human automated worker it will not attempt to build routes that involve crossing unowned territory UNLESS you group a defensive unit with it (if you can even still automate such a group - I'm not sure). Basically you may have to link across unowned territory manually and not rely on automation, but at least now your automated units shouldn't suicide in this way
 
It seems I can never get past Code of Laws era before "Memory Allocation Failure" starts occurring every 10 turns or so. What causes this? How can I get around it?
 
I have Vista 32 bit as well and the 3 gig switch was a lifesaver for me. Unfortunately I don't remember where the instructions on how to do it are.:(

Is there any downside as far as systems, Internet, or Microsoft Office are concerned?
 
Also, if you can predict roughly when you are going to MAF, check in task manager the turn before to see how much memory Civ is using. If its just under 2G and yuo MAF ten your issue is the 3G switch. If its more like 2.7G or so then its just the game size, and you'll need to start turning down options like the SHOW_BUILDINGS level and so forth.

Didn't get enough time to evaluate to MAF yet but it looks like a total of 2.1G of memory so far so its kinda inconclusive so far. I will edit when MAF occurs.
 
Hello all,

First: Great WORK!

Well, i has detected a little annoying stuff - The years are passing too fast. In eternity, at turn 400 my game is in year 100 A.D.

Its a early svn update what causes this bug.
 
It seems I can never get past Code of Laws era before "Memory Allocation Failure" starts occurring every 10 turns or so. What causes this? How can I get around it?

1) Clear the cache to get rid of any old unit graphics that are not needed any more.

2) Don't have other stuff running at the same time

3) reduce graphics settings (Cntl-O)

4) Reduce SHOW_BUILDINGS_LEVEL (I have it set to 0) in Assets/XML/A_New_Dawn_GlobalDefines.xml

I am doing pretty well in my latest game as I am now in the Renaissance and only twice had to reboot my machine due to something stuffing the graphics up.
 
Thanks for the reply Dancing Hoskuld :) I'll let you know how it runs. BTW, another thing I found: Was it intentional that a good number of the heroes are unable to build the "X-Acheivement" National Wonders?
 
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