There was definitely a stuck turn issue that we fixed in 1.11. Re-verifying for star population seems really strange to me. The steam reverify is for files that your computer is updating, that is expected. Your computer is updating your bin files (we build them dynamically because you have local differences like custom ships or factions you have made, but we still ship the base files to speed up a new players initial start time). When you reverify it put back the base f
DerekPaxton
Can you show me what your Documents/My Games/GalCiv3/ directory looks like: http://screencast.com/t/5yAOmjizCW As well as the contents of your Documents/My Games/GalCiv3/Gfx/planets/custom_base_heightmaps/ directory: http://screencast.com/t/HYb4ecpWO Thank you, we want to get you fixed, and I'm sorry for your inconvenience.
[quote who="Seilore" reply="22" id="3571924"] Quoting Derek Paxton, reply 19 I just posted the changelog for 1.11 (which went out this afternoon). It contains 3 performance boosts specifically from the game you provided yesterday. Hmmm... Just tested it and I'm not seeing any difference in turn time... Should this have an imm
[quote who="Echillion" reply="23" id="3572062"] I'm sorry Derek that game froze up and it didn't autosave for some reason? it might have been that the 1.11 update was going through at the time if I get it again I'll post the link asap now that I've got dropbox working. Thanks for all your hard work [e digicons]:grin:[/e] [/quote] Np, feel free to PM me if you come up with one.
I've PM'ed you my email address so you can send me any of the ships that aren't showing up if the option doesn't fix it. I don't know about the icons. I'm not sure how icons are associated with custom ships. I'll check with Paul on that.
TMPhoenix is right. We put in that option exactly for issues like this. Please let us know if this resolves the issue for you.
[quote who="Echillion" reply="15" id="3571852"] I played a new game purely on 1.1 and it froze at turn 128 heres the link I can add more saves if needed? setting up that dropbox is a pain in the proverbial! https://www.dropbox.com/s/6ba87g0epojzmbg/Auto-Save.GC3Sav?dl=0 [/quote] This save is well past turn 128. I played a few turns and it ran fine for me (no hangs). Do you have a save that reproduces the hang?
I just posted the changelog for 1.11 (which went out this afternoon). It contains 3 performance boosts specifically from the game you provided yesterday.
*** RELEASED 7/10/2015 *** Fixes Fixed a stuck turn issue Fixed an issue where a custom map being sent in a MP game could cause a crash Fixed a crash trying to generate a tooltip for a destroyed improvement Fixed accounting logic to
Seilore, we definitely appreciate your saves. I spent yesterday afternoon on the one you sent in and provided a break down of where all the time was being sent in it. Our developers went through that breakdown for performance optimizations. And we updated the 1.1 patch with the updates we could get that were significant and we could get in quickly. On the save you provided it reduced the turn time by about 30 seconds per turn. We have more to do, certainly. We want to m
[quote who="Derek Paxton" reply="134" id="3571556"] Quoting edkolis, reply 128 I'm getting a freeze during turn processing. Well, the game itself isn't freezing, but I hit "end turn" and then nothing happens; I can't do anything but quit the game - the AI never finishes its turn, or something like that. It happ
[quote who="edkolis" reply="128" id="3571449"] I'm getting a freeze during turn processing. Well, the game itself isn't freezing, but I hit "end turn" and then nothing happens; I can't do anything but quit the game - the AI never finishes its turn, or something like that. It happens about 3 turns after this autosave. Savegame: http://edkolis.com/files/TurnProcessingFreeze.GC3Sav [/quote] This reproduces here, I'm checking it out now. Thanks!
Yeah, we were digging into that today. Its looking through every planet each time to see what improvements have been built. Still a horribly long time, but it is a huge map with lots of players. We are going to cache the data it is looking for, so when you build the improvement it is set instead of cycleing through all the colonies for every player each time and that 16s will be in the sub second range.
Thanks for the save, it's very helpful! First off, games with this many players are going to take a lot of time, there is no getting around that. Games on huge maps are going to take more time as the AI tries to figure out safe paths for each fleet over longer and longer distances. Looking at your save we see the following: ResetOldPaths 32s (seconds): this is each fleet recalculating the path to its destination <p st
[quote who="Seilore" reply="41" id="3571245"] Quoting admiralWillyWilber, reply 40 I would say then if you can't get more than 89 then give the ticket. It's 99 with minor factions included plus the 1 pirate faction which is 100. Thanks Derek for the clarification on this an
Using a save that a player is seeing the issue in is typically preferred as it avoids us spending time looking at a different issue that Seilore might not be reporting. Or (and this is more likely) keeping me from being unable to repro it in my time spent testing. If I load Seilore's save and don't have the issue then I know something is different between us (difference in CPU's available for threading, swapping to the hard drive, his prefs or resolution, etc). But if I create my
Can someone link a save game with a 2 minute turn time. I would love to check it out. I'll test MottiKhan's suggestion of going to a blank spot, and gmaxson's suggestions about removing the particles.
Hey guys, sorry it took me so long to respond to this. There is a limit of 100 factions currently set in the game. Their is a limited amount of shader registers, if we went higher we would need to buffer some of this data, which would mean more memory is required. Not that it isn't doable, we may look at increasing that cap at a later date. I talked to the team a bit about increasing that limit to 128, but we will need to QA that and make sure it works before we rel
Not really. The amount of computation the AI has to do, and the amount of objects in the game to track in memory are extremely variable and situational. This isn't a platform game where the enemies and objects are fairly consistent on each play through. On of the cool things baotu 4x games is that each game is unique and outcomes can vary wildly. But from a predictive performance perspective that can be rough. That isn't to say that there might not be something
I believe this is a problem with the Pirate ship style. We are going to fix it in the next optin update.
Peteincary2 you are absolutely right, We will fix that in the next patch.
"No Tech Brokering" is a new game option in 1.1 that keeps players form being able to trade techs unless they discovered them (ie: i can't trade a tech from you and then trade it to someone else). It's possible that the AI isn't able to trade a tech because they didn't discover it and thats causing it to never be tradeable. Though it's supposed to not show the tech in the lists when that happens. If you have a save I can check it out. <
Do you have a save we can check out?
This seems related to the steam overlay not coming up. Can you check out he following and see if it resolves the issue for you: https://support.steampowered.com/kb_article.php?ref=9394-yofv-0014
We have fixed Corgatag's XenoIrrig ation issue. The fix will be in the next optin update. Thanks for posting!