Lead Developer, Stardock Entertainment
Published on October 11, 2007 By CariElf In GalCiv Journals
Our primary concern with this update was stability and the out of memory issue. If you're hitting the 2 GB mark with your games, I highly recommend turning down the Planet Surface variety option to zero (this will help most if you have the heightmaps module installed). At this point, BoundsChecker is only reporting about 35 K of leaks, and I suspect that most of those are actually false positives because I've stepped through that code and it appears to be actually deallocating the memory. Most of the remaining problems are caused by graphics being kept in memory longer than they should, and that's not something that I can fix in a week. However, if you save your game, exit, and then reload, you'll notice a significant drop in memory usage because those unused graphics are not being loaded back in with the save game. This has been true for awhile, and it's not a solution, but at least it's a workaround.

+ FIX: Changed the way that save games are saved so that you won't lose your previous auto save if you fail to save (due to out of memory, etc).

+ FIX: Whenever a planet changes ownership, any trade routes involving the planet are cancelled

+ FIX: There was a bug where mining base lines would not disappear if the base was destroyed because planet was traded or conquered.

+ FIX: Added code to flush planet textures and thumbnails between games, which should help prevent leaks due to CTRL+N

+ FIX: Added code to cancel auto attack if UPIssue is preventing ship from attacking because of non-aggression issue

+ FIX: Added check in code to distribute bonuses for if it runs out of planets to prevent a possible endless loop

+ FIX: There bug in the AI ship design code that was causing multiple ship designs to be created with the same exact name, which could cause memory leaks and graphical glitches

+ FIX: Removed code that could cause AI ships to be created with the wrong ship class

+ FIX: Re-wrote the sorting code in the governor's screen so that Nothing is always at the top.

+ FIX: Changed it so that all textures not generated by the game (like thumbnails) and not in dxpacks should be loaded (and flushed) by the resouce manager, which should help keep memory usage down

+ FIX: Changed the code that cleans up the obsolete AI designs because it was letting the designs hang around in memory even after no ships were using it

+ FIX: Eliminated crash in ship components when removing old ship designs

+ FIX: The code that cleans up old ship designs makes sure that no planets are building ship designs before deleting it

+ FIX: Added code to make sure that the AI doesn't leave its survey ships and miners in the standby state.

+ FIX Capped the number of possible stars in a randomly generated galaxy (ie not a custom map) to be 300, which should help with the memory problems.

+ TWEAK: Thumbnails are now 64 x 64 instead of 128 x 128, to reduce memory usage

Comments (Page 2)
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on Oct 13, 2007
I posted the movement point update bug as well.

I am more than a little worried about the 300 star cap myself. While I understand the need to meet the needs of those with smaller builds, I upgraded my machine just for GalCiv! One thing I love about this game is the massive scale it can take on. Please don't force me to play smaller games for the sake of others. An option to cap it would, at least in my mind, seem to be a small amount of programming difference over forcing it all the time. Both sets of code already exist at this point, right?
on Oct 14, 2007

I posted the movement point update bug as well.

I am more than a little worried about the 300 star cap myself. While I understand the need to meet the needs of those with smaller builds, I upgraded my machine just for GalCiv! One thing I love about this game is the massive scale it can take on. Please don't force me to play smaller games for the sake of others. An option to cap it would, at least in my mind, seem to be a small amount of programming difference over forcing it all the time. Both sets of code already exist at this point, right?


superGeek i agree with you if it can be made a option that would be good !!!
on Oct 14, 2007
i would rather take a hit in resources then have crapy Thumbnails i play the biggest map we have and yes sometimes i have to save and restart the game but getting better graphics is always kool but down grading them is bad !!!
on Oct 14, 2007
Yup i would rather save and restart than take the cap and downgrade in image quality, especially with a bigger map coming to us in the newx pack. 300 stars in an immense galaxy would look wrong!
on Oct 14, 2007
Could you make these changes optional, you know put em into the option menu somewhere?

I know other posters have mentioned the idea, but I'd just like to voice my support for it even if these new settings will be the default.
on Oct 14, 2007
Seconded, or twenty-seconded, you get the idea. I started a new game and couldn't figure out why I could read the text, but the thumbnails were worse than if I wasn't wearing my glasses.
on Oct 14, 2007
"'Cari just to let you know 1.70c[b].001 remains in the available column after updating to 1.70d[b].001 in SDC!'

Shutting down SDC and restarting it removes it (though, as nited, it shouldn't be there after the update at all)."


I have the same problem. How exactly do you shut down and restart Stardock Central?
on Oct 14, 2007
+ FIX Capped the number of possible stars in a randomly generated galaxy (ie not a custom map) to be 300, which should help with the memory problems.

+ TWEAK: Thumbnails are now 64 x 64 instead of 128 x 128, to reduce memory usage


Please dont force TWEAKS over quality.
these should be removed from update.
Or you could create a performance tweak tab in the options so people with slow machines can use low, medium or high settings.

on Oct 14, 2007
"'Cari just to let you know 1.70c[b].001 remains in the available column after updating to 1.70d[b].001 in SDC!'

Shutting down SDC and restarting it removes it (though, as nited, it shouldn't be there after the update at all)."


I have the same problem. How exactly do you shut down and restart Stardock Central?


I just closed the window and went to Start | Stardock | Stardock Central and ran the program again.

BTW: what's with the weird stuff this site adds when Quoting in a reply? Usually I just get the quote and /quote stuff but with a boat load of spaces added before and after the quoted text. Lately, I've been seeing some kind of div codes and paragraph marks.
on Oct 14, 2007


Or you could create a performance tweak tab in the options so people with slow machines can use low, medium or high settings.



This is a great idea. I know it can be a lot of work to organize so many options, but it would be great if the performance options were on their own tab. This way when someone has trouble with performance, they know where to go. It would also help to clear up some confusion as to what things actually do.

Some sort of tooltips or textbox with a description of currently hovered/selected item would do wonders for us as well. Please!
on Oct 14, 2007

The issue isn't performance. It's the out of memory problem.

Believe it or not, we are actually running up agaisnt the 2 gigabyte limit. And when that happens, teh game crashes.

We have to find ways to reduce memory usage.  So we're trying everything we can.

LIke I mentioned elsewhere, those thumbnails use about 200 megs of RAM all by themselves. It's amazing how quickly you can use up RAM.

But we'll probably go back to 128x128 for the final release and bump up the max # of planets.

on Oct 14, 2007
You might want to check this out.

In my first game of beta 4, I won an influence victory. The thing I found odd is, I wasn't informed that I was going to win in 10 turns once I got over 75% influence.

I'll check up on this once I get some more time.
on Oct 15, 2007
"I just closed the window and went to Start | Stardock | Stardock Central and ran the program again.

BTW: what's with the weird stuff this site adds when Quoting in a reply? Usually I just get the quote and /quote stuff but with a boat load of spaces added before and after the quoted text. Lately, I've been seeing some kind of div codes and paragraph marks."

I tried that several times all ready. I was hoping you were refering to something else.
on Oct 15, 2007
Back to 128 would be godd. Cheers

Are we to wait for Friday or are you looking to release the final before then?
on Oct 15, 2007
Just finished a new game under this beta with no problems (large, tough, everything abundant, four other races, Vista Ultimate x86, NVIDIA card). The only issues were the minor ones already noted in this thread.
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