Sid Meier's Civilization VI

Sid Meier's Civilization VI

Yet (not) Another Maps Pack
Poplicola 10 Oct, 2019 @ 4:07pm
Patterns Noticed With Late Game Crashes
Until recently, I played the Greatest Earth Map just about every game, but got frustrated with the late game crashes so I stopped. I'd love to help @Gedemon solve whatever the issue is so I can start playing it again.

The late game crashes for me occur around turn 300+ or after on standard speed. However I don't think the turn matters. I think where one is in the game is what prompts the crashes. By that I mean, turn 300+ tends to be when certain events happen in the game, and it is these events which cause the crashes. I bet if I played on marathon speed, I could get well beyond turn 300 before a crash. If that is the case, then that would show that turn number has little if anything to do with the crashes, if anything at all. I feel like that is probably already understood by the modding community, but wanted to point it out just in case.

I have noticed the crashes I experience all seem to be on turns that are memory/graphically intensive, or where the map changes significantly, or where a high number of calculations suddenly change. For example, I have had late game crashes on the turn where all of the following happen:

1) Launching an earth satellite (which in turn reveals the whole map to me, and plays all the videos for newly discovered world wonders, all in the same turn)

2) Sea level rise (which changes the entire map visually including tiles I can't see, destroys tiles, destroys districts, changes yields for any cities which are effected by the submerged tiles/districts, affects any units being supported by resources which were lost due to submersion, affects trade deals which rely on submerged resources or tile, etc, all in the same turn--this is a LOT of updating/change in a single turn for the game to process).

3) Joining an emergency against a player, when multiple civs join me in that emergency (which reveals much of the map to me in a single turn since those joining me are now my allies and share visibility, and plays all the videos for newly discovered world wonders, all in the same turn).

It seems to me that all 3 of these situations have something in common. And while I'm not a programmer or modder, they seem to all be directly related to large and sudden change in graphics and/or an overload of memory due to hundreds of "things" suddenly changing in the same turn. I am unsure what can be done about it, but these issues don't occur in the base game. So, there must be a solution of some kind out there.

In summary, I don't think "late game crashes" happen because the game has entered "late game" stages. Rather, I think they happen because of specific in-game events which happen almost exclusively in the late game. As such, I think the underlying issue causing the crashes is related to what these events have in common and can therefore be identified if the appropriate tech people/modders look in that direction.

I would encourage the community to post here if they experience a crash specifically on graphically/memory intense event as described above, or the turn after.

Perhaps some tech guys/modders who know more about this than I cat the pieces together.
Last edited by Poplicola; 10 Oct, 2019 @ 4:16pm
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Poplicola 10 Oct, 2019 @ 4:13pm 
I should also add that I have experienced crashes even when turning off low lying coastal tiles, on the turn where they otherwise would submerge. So it seems like the game is making calculations on that turn that still result in crashes.
Last edited by Poplicola; 10 Oct, 2019 @ 4:16pm
Chaotic Harmony 12 Oct, 2019 @ 4:01pm 
This is already fairly well-known; because it's not a issue with the mod. It's something that lies with the DLLs and they aren't exposed to us. So either Fireaxis needs to fix it or someone needs to figure out the conflicting code and whip up an injector that patches it in memory (which can't be done without violating TOS since the source isn't public)
Poplicola 12 Oct, 2019 @ 9:01pm 
Originally posted by Chaotic Harmony:
This is already fairly well-known; because it's not a issue with the mod. It's something that lies with the DLLs and they aren't exposed to us. So either Fireaxis needs to fix it or someone needs to figure out the conflicting code and whip up an injector that patches it in memory (which can't be done without violating TOS since the source isn't public)

So if somebody wanted to request Firaxis to fix whatever is needed to play this MOD, what is the specific request they would make of Firaxis?
Chaotic Harmony 12 Oct, 2019 @ 9:17pm 
Originally posted by aaronaz:
Originally posted by Chaotic Harmony:
This is already fairly well-known; because it's not a issue with the mod. It's something that lies with the DLLs and they aren't exposed to us. So either Fireaxis needs to fix it or someone needs to figure out the conflicting code and whip up an injector that patches it in memory (which can't be done without violating TOS since the source isn't public)

So if somebody wanted to request Firaxis to fix whatever is needed to play this MOD, what is the specific request they would make of Firaxis?

All we can do is report the bug; which has already been done. They're not under any actual obligation to fix it, as it doesn't break the game itself. Just breaks mods.

Poplicola 13 Oct, 2019 @ 2:25am 
What is the actual bug that we need to report? I'd like to report it but I don't have enough specific info to give them any direction!
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