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Post by a_night on Nov 18, 2003 11:36:27 GMT -5
Detail on the "crash bug" from loading autosave. 8 player quickciv game oosed. MoD rehosted (direct ip) and accidently loaded autosave one turn back instead of 2. I was 8th on the list and the load did not reach me. (someone also noted that they did not see the loading message on the last two spots). After a couple tries we assumed the crash bug got us and were giving up to restart one when I thought to offer hosting and using my autosave. By that time one of the 8 of us presumed we had scrapped but the 7 that remained loaded successfully and had no further problems. (I loaded 3 turns back instead of 2 as insurance.) It seems to confirm Fried's suspicion that the corrupt autosave sent to other players corrupts all. Anyone ever have a problem loading autosave from 2 turns back? (without first loading one from 1 turn back that failed that is) Hope this helps them Fried, a_night
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Post by SirPartyMan on Nov 18, 2003 20:00:37 GMT -5
Dear Anightlife and Friends:
I posted about this under its own thread, but since you might not have read it ... here is my *SOLUTION* to this problem:
I have a theory and a workaround involving the bug people refer to as the "corrupted save file". This is where the LOAD GAME process aborts usually with a "Host has cancelled Game" message.
I don't think the save file is corrupt at all. I've taken such save files and both loaded them up under SP and loaded them up successfully with MP (to know how see below). What I believe is that there is a bug in the re-LOAD logic involving Multiple Players. If you notice this bug is very likely to happen in 8 player games, less likely to happen in 6 player games, and almost never happens in small games. The problem seems to be when many loads are overlapping concurrently.
This was a piece of logic changed by the Conquests programmers. In CIV3PTW the Load Game operated one at a time, even with 8 people in the room. Now in C3C it is overlapped. If it had worked, it would make reloading faster. I believe there was a bug created by this logic that wasn't caught in beta testing (where we almost never had 8 players at once).
To better understand this, listen to my workaround.
Have the host enter GAME SETUP with only 1 other player and begin the LOAD GAME process loading the most recent Save file. This will download the game to just the two of you, of course. This is almost guaranteed to work, trust me. If it doesn't, load again, with just the two of you present, the 2nd most recent save file.
Once it's successfuly loaded with only 2 people present, start to have the other players join the room one after another (be careful to avoid any overlap). As they enter the game is automatically downloaded to them. Do this until all 8 players are loaded and let her go. Have one person coordinate this who is both in GameSpy and the game. This recently worked 3 out of 3 times for me.
Forget the superstititions about whether it's 1, 2, or 3 save files back. I've been the bug occur 5 save files back and I've seen the most recent save file successfully load using my workaround technique.
Now, it makes reloading slower, but a "one-at-a-time" reload that works is a lot better than a bunch of "eight-at-a-time" reloads that fail. Obviously, Firaxis should fix the bug and I eagerly await the first patch. But in the meantime, slow and easy does it.
Best, SPM
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Post by zerza on Nov 18, 2003 23:36:19 GMT -5
*sigh* wish someone tested this stuff in beta,,, o wait
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Post by FriedrichPsitalon on Nov 19, 2003 9:57:59 GMT -5
Actually, *this* bug didn't exist in the beta, it appeared later - I'm not really able to discuss the details of the situation, but there was a communication snafu, basically.
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Post by ajerzguy on Nov 20, 2003 17:06:25 GMT -5
The title of the post says it all.
PTW C3C 700mhz processor 2.6ghz P2/celeron P4 192meg ram 256meg verizon DSL ISP Verizon DSL intergrated game card Nivdia 5200 FX Windows ME OS Windows XP pro
I can not play a game without lag other than 1v1. Now, everyone must be right because they say I lag. But then again I have always been the problem no matter what the situation. So, I take that with a grain of salt.
Will this game be the same as PTW? Lagfest after lagfest? I certainly hope not.
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Post by zerza on Nov 20, 2003 17:54:36 GMT -5
I would recommend upgrading your ram,, 256 just doesn't cut the cake anymore,,, Its also very cheap,, especially if u have one 256 stick alreay. You could prob buy another 256 stick for less then 40 bucks.. (just make sure u buy the right type )
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Post by SirPartyMan on Nov 20, 2003 19:01:48 GMT -5
I totally support my friend Zerza's suggestion ... I recently expanded from 128MEGs of RAM to 640MEGs, at Trayk's urging, and it made a gigantic difference. The game loads 3x faster, at least. My system also doesn't die when I start up another application like Gamespy, or Internet Explorer.
I paid $80 for 512MEGS - well worth it.
Best, SPM
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Post by ajerzguy on Nov 20, 2003 20:22:48 GMT -5
So you guys are saying that 256meg of ram is not enough and is causing lag? Hmmm, I also have a ram booster and never fall below 129meg available, if i do i can boost it to 175meg available in less than 15 seconds.
Games sytem requires 128meg, and my twice as much is not enough? Let's see, so if i get another 356k of ram for $40 and boost to 512meg then the game only cost me $70 to enjoy.
Interesting that Atari would be so deceptive on the minimum requirements. I guess once it's bought very few actually return it for a refund.
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Post by Trayk on Nov 20, 2003 22:46:19 GMT -5
Games sytem requires 128meg, and my twice as much is not enough? Let's see, so if i get another 356k of ram for $40 and boost to 512meg then the game only cost me $70 to enjoy. You must remember, minimums are just the least you can RUN on, it doesnt say it will run Well, just run. The box also says it will work with Dial up service, but who wants to use it that way if they have a choice of DSL or cable? Trayk
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Post by Don K Hotay on Nov 21, 2003 4:48:14 GMT -5
Can anyone else confirm that occasionally there is an issue with diplomacy/trade, that is after exchanging tech, small to large amounts of lagg arise? Small amount is generally noticeable thoughh not much of a concern, but if large amounts follow, its enough to cause oos's or random drops of players...
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Post by IanDC on Nov 21, 2003 16:33:14 GMT -5
Had an odd one today 6 players plenty of land but it started two of us with only 2 squares between us, our borders met as soon as we put down the cities on turn 1. Checked the map after & there was plenty of space for it to place us in. Anyone seen this ? From earlier posts i thought it would stick you on an island rather than be too close.
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Post by CanuckSoldier on Nov 21, 2003 20:58:41 GMT -5
Yes, If you look back in this thread, I've already reported that bug, hopefully it'll get fixed in the first patch.
CS
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Post by agntsmith on Nov 21, 2003 21:53:10 GMT -5
Trust me on this ... within the next two years we will laugh at only having 512 MB of RAM.
The majority of applications I work with in the financial industry require a min. of 1 Gb now and 2 GB is not far off.
With organic/viral processing technology about to take off in the next 10 years, we'll soon look at our current PCs the way we look at vinyl and 8 track.
I hate to be blunt people but suck it up and buy more RAM. You might as well enjoy the dark ages.
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Post by Mrs Hawk on Nov 23, 2003 7:15:02 GMT -5
The resource bug that existed in ptw still exists. You know, the one where you build a city on iron and then can't build swords until 3-4 turns after that.
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Post by Armageddon1 on Nov 29, 2003 19:21:48 GMT -5
I think there needs to be a patch for c3c, every time I try to go from multiplayer lobby to main screen, it freezes me. Also on other occasions like exiting games at the 2nd screen it freezes me. Am I the only one with these freezing problems?
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