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If its mid game and stuff works fine at first, then it points towards resource leak.
However, it should be possible to do some testing that may shed some light on the situation. In the World Climate window the game displays the number of turns until the next sea level rise (in the lower-right box called "Sea Level"). What you want to do is turn on autosaving in the game options, with the game set to autosave every turn. Then play a game until the game crashes during "next turn", like you've been experiencing. After that happens, reload the latest autosave, which will be from the start of the turn when the crash occured (ie if on turn 250 you click end turn and the game crashes before it reaches turn 251, then the last autosave will be from the start of turn 250). Then check in the World Climate window and look for the text "Next sea level change expected in X turns." - where X is the number of turns.
If you do that test and X is 1, then it is quite possible that the sea level rise could be related to the crash, since it is due to rise when the crash is happening. If instead the number is something other than 1, then it may be something else that is causing the crash, but which happens to occur during the next turn calculations.
After making a note of the value of X, end the turn on your reloaded game. If it crashes again then that suggests a reliable cause (like a bug), and means that sending the autosave to 2K support as part of a bug report may be helpful. If instead the game does not crash, then the cause of your crashes may be something unreliable, such as a memory leak or hardware problem, rather than the game itself.
I have a save of my game on turn 878 and the game ALWAYS crashes at the very same point: AI turn is in progress and Roman nation icon is moving down and then up and right at that exact moment crash happens.
I've faced a situation when I move my units to a certain tile and that causes crash. May be Roman units move to the one of the similar "corrupted" tiles.
However may be it worth to give this info about sea level rise to Gedemon, may be he might have something to say about it.
Like a said I can trigger the crash myself my moving my unit to a corrupted tile. AI might do the same thing and that is why the same crash happens during AI turn.
By the way here is my save.
https://drive.google.com/open?id=1nDis4xaO6ZGa4WzFKt-AVJXCV7u35LA1
Anyone feel free to try it. The game crashes when you hit "end turn" and Roman civ icon moves down and up. "Reveal all" causes crash no matter what PC you have and what graphic settings you set.
That description specifically states that there are issues with that mod on Gathering Storm...
No wonder you're getting crashes. There's a list of stuff you have to keep in mind with that mod and it's definitely not out-of-the-box ready for the game on the latest patch...
{As mentioned, I have re-started 2 turns back from the last crash and discovered that that I had 29 turns more before the next sea level rise. Thus, the sea level rise may not the root cause for the crash.
I have also posted this discussion URL under YnAMP workshop discussion and have highlighted Donald23 feedback. THANK YOU
I mean it's not an incompatibility in code, it's a lost of game's stability on bigger map sizes (see comments on the Larger Map size mod)
As a modders I perfectly understand that patches broke mod's, and I spend a lot of time fixing those that are broken with each patch without complaining, it's perfectly normal during a game's development'
I also understand that Firaxis do not have to even look at this as the base game map sizes doesn't trigger the late game instability, but this time only them can fix those issues.
And only way for me to have them look at it is to ask the players to express how much they'd like to be able to play on larger maps, as they could do before GS, because at that point the only possible fix I can think of is to remove the larger maps from the workshop.
So thank you at everyone reporting that.
Hands down your mod makes the game much more enjoyable than plain vanilla.
I code as well for another game and understand what it takes to find and fix issues after patches.
I don’t have the OPs issue with late game anymore on the larger maps.
I found that turning down the GPU performance slider in the menu and turning off auto turn and auto next unit did the trick.
I am playing a game now 5 weeks in started at 3000bc and now at turn 1500 or so and 2145AD on marathon speed.
I am surprised Firaxis doesn’t have (or maybe they do and I don’t know) a beta program that they invite the modders to for early access to patches.
The game I code for has that and it results in mods being ready day one of patch days.
I hope things work out and please don’t remove your larger maps.
I guess because of the fact that developers tweaked something in the game which made larger maps instable they probably not gonna fix it. I mean the game seems to work fine without mods so why would they do "unnecessary work"... The only hope is that they would decide to make third expansion pack which would include large maps.
SkiRich, what is the size of the map you are playing on? I tried to decrease the graphic settings to the lowest value possible but that did not help to avoid the crash.
No wonder you're getting crashes. There's a list of stuff you have to keep in mind with that mod and it's definitely not out-of-the-box ready for the game on the latest patch”.
You said there’s a list of stuff you have to keep in mind with that mod. Can’t the developer at least help/feedback the modder the ‘list of stuff’. The list of stuff may resolve the map issue and it will definitely help all those customers who purchased CIV 6 GS. The customers will appreciate 2k support