Why does this mod always crash to desktop late game?

Just for the record here, the game does not crash for everyone. I have been very busy lately, so I don't know how the latest versions fare, but O have not had a crash for about a year I think. And I always play on huge maps with huge armies and tons of (mostly small) mods.

Unfortunately, the cause of these crashes is hard to trace. While the game runs fine (maybe slow, but stable) for some people with weak machines, it can crash all the time on powerful hardware for someone else.
 
Just for the record here, the game does not crash for everyone. I have been very busy lately, so I don't know how the latest versions fare, but O have not had a crash for about a year I think. And I always play on huge maps with huge armies and tons of (mostly small) mods.

Unfortunately, the cause of these crashes is hard to trace. While the game runs fine (maybe slow, but stable) for some people with weak machines, it can crash all the time on powerful hardware for someone else.

I've had more crashes with the latest version, but not late game, random crashes when moving initial settler or randomly through the game, not a lot of crashes but a couple almost every game.
 
I used to play on bigger maps but have since scaled it down to standard. Usually get to 2070 or so before game becomes unplayable. Now I'm trying less Civs and on small community.

Wow 2070, what difficulty/win condition?
 
Wow 2070, what difficulty/win condition?
For those games, it was Prince/Domination on standard community with 42 AI players. I was also using one of the beta releases for the Community Patch which proved to be the most stable in my experience with it. Tried upgrading recently and the game was crashing relentlessly on the first turn and the stable beta release I was using had been removed off the download links. Had to revert back to the last official release. Not sure if it's one of JFD's Civilization mods that I've recently started playing with, but I've gotten crashes pretty consistently around the 150 turn mark. Now trying a King/Domination on small community with 21 AI to see if I still get crashes.

My machine isn't particularly powerful so do take that with a grain of salt. I'm running Civ on an i7-4700MQ, GTX 770M, and a SSD.
 
For those games, it was Prince/Domination on standard community with 42 AI players. I was also using one of the beta releases for the Community Patch which proved to be the most stable in my experience with it. Tried upgrading recently and the game was crashing relentlessly on the first turn and the stable beta release I was using had been removed off the download links. Had to revert back to the last official release. Not sure if it's one of JFD's Civilization mods that I've recently started playing with, but I've gotten crashes pretty consistently around the 150 turn mark. Now trying a King/Domination on small community with 21 AI to see if I still get crashes.

My machine isn't particularly powerful so do take that with a grain of salt. I'm running Civ on an i7-4700MQ, GTX 770M, and a SSD.

You dont need much power, 4GB ram is enough, I can run it on an i3 laptop, its slow but works.
"42 AI players" here is your answer to why you get crashes.
And 42 players on standard? does that what leave room for one city each? got to be incredibly crowded.
 
You dont need much power, 4GB ram is enough, I can run it on an i3 laptop, its slow but works.
"42 AI players" here is your answer to why you get crashes.
And 42 players on standard? does that what leave room for one city each? got to be incredibly crowded.
I thought so too, but it's still crashing around 2070 with 21 AI so now I'm not too sure.

42 players on standard worked well enough space-wise. Usually Civs had 2-3 cities by the Medieval era.
 
I play exclusively with the Community Patch mod on marathon speed on the Yet not Another Earth map (giant Earth, the biggest in the game, as far as I know). I have a fairly advanced system built in 2016 (8 gigs of RAM, i7-6700k CPU and GTX 1080 graphics card). My games used to regularly crash after about an hour of play. I Googled it and tried every solution they offered, to no avail. Then, one day, I got the idea to run an external, household fan facing the front of my tower as I played. Since then, I've been able to put in ridiculous 3-4 hour sessions without a single hiccup. I still worry that the external fan might be doing some kind of damage to my rig (like blowing dust into sensitive areas of the GPU), but I've been doing this for about a year now, and it's still working great! Maybe give that a try and let me know what happens after a couple of sessions?
 
I play exclusively with the Community Patch mod on marathon speed on the Yet not Another Earth map (giant Earth, the biggest in the game, as far as I know). I have a fairly advanced system built in 2016 (8 gigs of RAM, i7-6700k CPU and GTX 1080 graphics card). My games used to regularly crash after about an hour of play. I Googled it and tried every solution they offered, to no avail. Then, one day, I got the idea to run an external, household fan facing the front of my tower as I played. Since then, I've been able to put in ridiculous 3-4 hour sessions without a single hiccup. I still worry that the external fan might be doing some kind of damage to my rig (like blowing dust into sensitive areas of the GPU), but I've been doing this for about a year now, and it's still working great! Maybe give that a try and let me know what happens after a couple of sessions?
Interestingly enough, I've run into a lot less crashes as of late, and I'm not sure if the room my PC is in being dramatically cooler (fall is finally starting here) has helped with it or not.
 
I don't get many crashes, but notice that when I do it's when the AI just starts a war late game. Suspect it has something to do with multiple path finding and the game just getting overwhelmed.
 
i never used to crash, ever. but on later versions of VP i've started crashing late game too. i've had to delete some mods and its allowed me to get further but still crash eventually.

next game im gonna bump down from large to standard i think.
 
Dear, as I was reading change in the config.ini file
MaxSimultaneousThreads civ 5 from 8 to 16 can solve the problem of CTD in advanced games and large / giant maps. I don't know if they were aware of this.

" The game works natively but as other reports here show, it crashes numerous times during game play at random intervals. I thought I'd post what resolved the issue for me so others can see, although I found the fix from a Reddit post.

You will need to modify the games .ini configuration file, located -

/home/username/.local/share/Aspyr/Sid Meier's Civilization 5/config.ini

Modify the parameter "MaxSimultaneousThreads" from the default 8 to 16. This may reflect my CPU available threads.

After saving that change, I no longer crashed. Hope this helps others having this issue using the native client. "
 
also this command to limit threads (linux?) could help: taskset -c 1-8 steam steam: // rungameid / 8930
 
I see signs of memory leaks in the late game, one recurring issue have been that captured cities doesnt give an option to raze/occupy/puppet but if I restart (not sure on reload) I will get it again.
 
Dear, as I was reading change in the config.ini file
MaxSimultaneousThreads civ 5 from 8 to 16 can solve the problem of CTD in advanced games and large / giant maps. I don't know if they were aware of this.

" The game works natively but as other reports here show, it crashes numerous times during game play at random intervals. I thought I'd post what resolved the issue for me so others can see, although I found the fix from a Reddit post.

You will need to modify the games .ini configuration file, located -

/home/username/.local/share/Aspyr/Sid Meier's Civilization 5/config.ini

Modify the parameter "MaxSimultaneousThreads" from the default 8 to 16. This may reflect my CPU available threads.

After saving that change, I no longer crashed. Hope this helps others having this issue using the native client. "
Can you please explain this step by step for us noobs ? Where is the location of the config.ini file ?
 
Can you please explain this step by step for us noobs ? Where is the location of the config.ini file ?

On Windows, the default location is Documents > My Games > Sid Meier's Civilization 5 > config.ini

CTRL+F for "MaxSimultaneousThreads" and set the value from 8 to 16.

No idea if it works, but that's how you'd do it.
 
I got a question for you guys which i hope someone could answer me. I got an I7 7700HQ CPU,8gb ram and a GTX 1050(2gb) version. What i can say the CPU is powerfull. I played huge maps till turn 800 and the waiting time between turns is realy,realy low. Will a more powerfull GPU(4gb) allow me more stable lare/huge,giant maps since most of the CTD happen because the GPU is overloaded(yields missing etc). Am i correct ? I know it's an 32 bit system but a GPU at max 4 gb should allow me to play bigger maps,am i right ? I got an offfer for my laptop to sell it so i am thinking about to add some money and putting together a stronger pc,not a laptop.
 
I got a question for you guys which i hope someone could answer me. I got an I7 7700HQ CPU,8gb ram and a GTX 1050(2gb) version. What i can say the CPU is powerfull. I played huge maps till turn 800 and the waiting time between turns is realy,realy low. Will a more powerfull GPU(4gb) allow me more stable lare/huge,giant maps since most of the CTD happen because the GPU is overloaded(yields missing etc). Am i correct ? I know it's an 32 bit system but a GPU at max 4 gb should allow me to play bigger maps,am i right ? I got an offfer for my laptop to sell it so i am thinking about to add some money and putting together a stronger pc,not a laptop.

How long it takes to process the AI's turns is almost exclusively a product of CPU and clock speed. The big advantage of desktops is cooling capacity, which translates to higher clock speeds. So switching to a desktop should have a noticeable impact on turn times. The 'GPU overload' issue though sadly isn't really solvable. As was stated previously in the thread, the game is 32bit which means it can only ever use ~3.5gb of RAM (VRAM is separate). Unfortunately late game CBP saves seem to hit that limit consistently, leading to the crashes. Games generally (and DX11 civ5 definitely) don't address video memory directly so more VRAM and/or a better GPU might be more stable but it doesn't change the 32bit problem at all. I've given up on playing huge maps because I play domination and that chews up more memory by the end.

TL/DR: Better/higher clock CPU = faster turn processing. GPU spec doesn't really impact the issues you attributed to it.
 
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