Opening a ticket is a very good step to follow. The devs need the information collected by their tool SDSupportTool and any other data you can supply. Another good step would be to run DxDiag and post the output file on a "dropbox" like facility and share the link to the file here. Some people have found that even 16GB RAM works only if the size of the swapper (or paging) file is properly set, and the settings show up in the output of DxDiag.
Lucky_Jack
It sounds like you have hit an end game bug. With your only opponent dead, the game should give you a conquest victory. Stardock will want you to collect debugging data via their SDSupportTool and to send it in with a ticket. See the pinned post " CalCiv III Support FAQ " for instructions.
How much RAM do you have on your PC?
I don't know if windowed mode or resolution will affect RAM assignment but I edited my post to include my mode and resolution.
[IMO] Quite frankly, I play the largest maps in games because it makes the game last longer. What you recommend looks to me like it will make the play time of a game on an immense galaxy run as fast as on a tiny galaxy. If that happens, where is the joy of playing an immense map? IMO, it is gone and you might as well be playing a tiny galaxy anyway. [/IMO]
With all of the posts of crashes and the discovery that some of you have only 4 GB RAM, I thought of running a measurement check I have run before and posting the results here. It helps to illustrate how much RAM gets assigned by the OS to back up the virtual memory used by GC3 as it stands at build 0.71.1. Memory use optimization typically doesn't happen until shortly before re
androshalforc, I see that I forgot to include some pertinent information, so I have edited my post.
I think you are going to find many opinions about micro-management being fun or not being fun. I, for instance, am a bit of a control freak and find it "not fun" when control is taken away from me. If I can still have control while the so called "constructor spam" is reduced, good, but I don't find the "constructor spam" onerous. Perhaps some form of an option would be nice.
I just finished checking RAM use by galaxy size and here are my results. The figures are all total amounts. All figures in the first table are just to the first turn. Each time, I exited the game and restarted it. Idle OS + steam + all the monitors I have running 2.41 GB GC3 Start menu 3.69 GB -- added about 1.3 GB GC3 Tiny galaxy 4.4
Sorry, hit the wrong button again.
Sorry, I ended up with a double post instead of a correction.
It is axiomatic that during a Beta saved games from previous builds may fail. The reason is that code for new features can conflict with the content of the saved game. While this might not happen on every new build, it is to be expected.
[quote who="androshalforc" reply="3" id="3519178"] 2) ships should not be able to travel out of range thats the whole point of the range mechanic the fact that atm ships can be tricked into going out of range is imo a bug that hasent been fixed yet. [/quote] Except via a wormhole. This has been part of the game since GC1.
I reported it in build 0.50 and opened ticket #RAY-899-87620 at the time and am still getting it on 0.70.
The basic instructions are in the post GalCiv III Support FAQ which includes a link to the facility to generate a support ticket. When the game freezes use the Task Manager to force a dump to include with the ticket. The dump file will be large, so either put it in a "dropbox" or similar facility and include a shared link to the file or zip it and send the zipped file with the ticket.
[quote who="Voqar" reply="13" id="3518907"] Game freezes up so often for me that I'm about to just give up til the next update. [/quote] You might want to try forcing a dump with the OS's Task Manager, zipping it, and sending it in a ticket to Stardock. Other things to try: Make sure you have at least 6GB RAM -- I have seen the game (+ OS) take more than 6GB. Make sure your GPU driver(s) are no older than 1 year, or are at least the latest dri
The FAQs include as one of the requirements/recommendations 4GB RAM/6GB RAM. However, since this is Beta, I would recommend 8GB. They may be able to tune it down to 6GB when they take some of the debugging stuff out.
Also, could this be due to a prefs.ini file with option values in it that are no longer supported? You could try deleting the prefs.ini file in your "my games/GalCiv3" folder.
[quote who="Lucky Jack" reply="9" id="3518647"] If all of your buildable hexes have been used up you can always use one of the projects that turns manufacturing points into something else, such as economy, research, etc. You will find these at the bottom of the project selection list with a duration of N/A (which just says that it will repeat forever until you change it or an automatic upgrade gets queued). This can be quite useful if you need more BC for projects on other planets or on
If all of your buildable hexes have been used up you can always use one of the projects that turns manufacturing points into something else, such as economy, research, etc. You will find these at the bottom of the project selection list with a duration of N/A (which just says that it will repeat forever until you change it or an automatic upgrade gets queued.). This can be quite useful if you need more BC for projects on other planets or on a shipyard.
[quote who="Raynman" reply="8" id="3518594"] If you right click the GalCiv3.exe select properties and select the details tab you can see the exact version number. I hope that helps [e digicons]:)[/e] Example: http://screencast.com/t/AIPVHOCrPa [/quote] OK. The level shipped on Jan 22 shows 0.70 in the start up window while the details of the .exe shows 0.70.5.
[quote who="Curscoy" reply="5" id="3518268"] I have a similar issue- except that it freezes for 5-10 seconds and then resumes again. Almost like the game is thrashing the graphics card RAM or some such thing. [/quote] Page thrashing is a potential problem here. Don't forget that GC3 is one of the first games to be programmed in 64 bit addressing mode. That means it can use an awful lot more virtual memory than games that don't. The potential ratio is something
What is missing is the option to decline battle. Are you already at war? Did you see an option telling you that this action will result in going to war? If not, these may not be in the code yet. Did you check what the other ship's stats were before you attacked it. I have not gotten into a battle yet on 0.70, but I will be looking for this.
Why? I find the journey via wormhole both amusing and fruitful. When a survey ship enters a wormhole it could end up traveling through another civ's territory, either immediately or during the trip back to your territory, allowing you to meet them earlier than you otherwise would. This is a benefit.
I find this conversation interesting in the extreme, because I recall a comment Brad Wardell made about it when he was building GC for OS/2. He said one thing he disliked about MOO was that it didn't have a queue and it lost all of the left over production when a project was finished. At least, that is the way I remember his comment.