Hold on, you're saying Entrenchment eats up 2 gigs of RAM (the max Win XP allows per appliacation usually)? Because if its that memory intensive, then we all might just as well drop all mod efforts that go beyond stat tweaking.
I'd say that it minidumps because there's a memory leak somewhere, not because of a few new models. Although granted, Vasari spamming ten million billion mines could be considered a memory leak too
Which is, coincidentally, a very nice demostration of what happens when you lift limits on the game mechanics.
Actually, with Entrenchment, on a huge multi star map, all setting on very high, all graphic option on...with one player and 10 AI, after a little more of 15 hours gaming, the memory use is a little over the 10 gb ( crash appear only in the second day of game, when i am over the 12 gb )... of course, this result is made by using a unsupported OS who allow me to use multicore...
There is a leak but it is almost nothing... same when like in my case, texture are located in the graphic ram in place of the main ram, more that one hour is needed to reach the saturation... in my case, a CTRL-ALT-F1, followed by a CTRL-ALT-F7 will flush the leak... have not yet find a way to flush a leak in main memory but saving your game, stopping the game, reboot, and start the save game will help if you made it one time day ( lower the delay if you have not 16 gb ram like me )...
Again, limit in game have no reason to exist... with limit or without limit, the game will always work in the same way since memory used will be always the same... if a mod break the game, nobody will use the mod... it is the job of the mod to know what will be the minimum spec needed... can be something like : "Mod xxx, minimum 2.4 ghz dual core, min xp with /3g and /pae enable with 4gb ram"...
The real reason of limit is more related to the ease of coding... fixed size array are more simple to use/programm that dynamic size array... if sins use fixed size array ( who is very possible ), it mean that change them will need some major related to how the code is made and written... it mean almost remake a new engine...
Of course, it is possible to increase the array size... but vanilla sins will use the same array that a mod... meaning that the amount of disposal ram will be lower for a original game and that some low end system will not be able to use the game...
Dynamic array adapt the size in function of what is loaded... few content, few ram used... big content, a lot of ram used... seem great but they are more complexe to integrate in the code...
A easy method will be to use a 64 bits game... Stardock have already say that it is technicaly possible but they will not make it since it will lead to sync problem in online game... since sins is already broken with sync problem, i don't see how a 64 bits engine can break it more... maybe rethink from zero a new online code will be the best solution that a lot of patch who don't really change a lot...
What about these with processor who don't support 64 bits... first, 64 bits is from 2003... 6 years ago... very long time when related to computer technologie... maybe we need a pool for see how much user ( people who have pay for the game ) have a processor able to run a 64 bits OS... processor who can run in 64 bits mode are :
- Intel : Celeron D ( LGA775 socket, not the 478 socket ), Pentium 4 ( model from 2004 (Prescott ) and later ), Pentium D, Xeon, Core 2, and Core i7 processors
- AMD : Athlon 64, Opteron, Sempron, Turion 64 and Phenom processors
- VIA : Nano processors
Almost sure that the big majority of people have one of these processor... and 64 bits game engine will resolve a lot of the memory problem and allow more high limit...