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few issues and observations
well, i've now managed to play for the past 3-4 days using large map instead of huge clocking 256 moves so far. i think max civs and city-states would be same on both map sizes. i have had few "hangs" but no "crashes"; using DX11 setting all on low, full screen 1920x1080 60Hz. (i7, HD6870 1GB, 6GB ram, win7u 64bit)
i've had helicopters in it since move 114 and i dont think they've resulted any of the 3 hangs. clearly helicopter is no instant-death.
of course, now that i mention this i'm sure my next gaming session will die in flames crashing left and right.
"hang" is when the game just seems to run; and has to be killed. this is even what i'd consider fairly acceptable fault. it seems to come relatively predictably after 30-40 rounds of play without restarting the game. "crash" would be it dying to desktop.
compared to my huge map games where i start to crash around move 70 (DX11), must abandon DX11 around 110, and game becomes unplayable around move 150 when even DX9 crashes on every move this is significantly different behavior.
and i've noted something else too:
- memory consumption is about 1.5GB, against 2-2.3GB on the huge map playing
- when scrolling around the map i dont see greys before it renders; i think this is something significant to look at by the devs
- so far game has not mixed civ logoes; something i noted it did with huge [1]
- i can hear in times the game even tasks my graphics card, fan humming changes [2]
[1] this indicates internal memory corruption of some sort; could be related to what others have reported game attacking itself.
[2] unlike in the huge map games where it dies before it gets "crowded" this time it is crowded, and in war the game really seems to be having spurts of heavy calculations. yet it so far has been behaving.
then couple oddities:
- after russia was wiped out some city-states still are allied to it. wtf, you cant be allied with non-existence! (i saw someone reporting similar and quantum not agreeing this would be an issue; something i dont agree...) correct behavior should be "allied to none", or possibly to the civ left with most alliance-points with the city-state.
- multi-move with one-unit-per-hex is somehow screwed. i moved one of my giant robots (i love these!) 3-4 steps ahead. on the next round i was informed i need to move stacked unit. game had moved my robo into occupied (!) hex so that it had one hex to go left, and all these surrounding hexes were occupied. NO WHERE TO GO. there is no way to solve that and proceed in the game (but delete unit! [3]). this is clearly a MAJOR flaw, the auto-move should check BEFORE leaving unoccupied (!) hex that it can end into unoccupied hex; no brainer really. this is how it'd behave if i'd move it manually.
[3] if someone can think of anything else please correct me...
and as stated in another thread, road to city-state is broken. my st00pid auto-assigned workers are building the road but nothing happens. then they seem to become desperate and start building roads ALL AROUND the other civ's land close and around the city state. i find it hilarious enough so i've left them building railroads for my "enemy".
anyway, unlike SirMary (yes, y, not u) wants to tell us, tiny and duel is not the only way to enjoy this game. large map and max opposition for now behaves; and certainly is entertaining.
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one more thing; it becomes _very_ annoying after 42th++ time to get "i think we agree, past is over". i generate about 3200 science per turn and cant seem to tune it any lower. what a waste!
also, soon i've enabled all the social policies i want to; will the game force me to set ones i do not want once i reach enough culture? i recall reading from release notes the large patch made setting a policy mandatory once points are gained.
i miss the civ4 way to eat culturally your neighbors too; does not seem to happen similarly. pity.
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