Author Topic: Save File Generation  (Read 14552 times)

Offline TechSY730

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Re: Save File Generation
« Reply #45 on: March 26, 2012, 09:21:21 pm »
Arithmetic Overflow (V) To Murdoch in 0:03

Actually, I'm not getting any waves at all.

What was the math for "time between waves" again?

Arithmetic Overflow (V) To Murdoch in -0:03

You are already dead!

Offline TechSY730

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Re: Save File Generation
« Reply #46 on: March 26, 2012, 09:32:22 pm »
Well, I decided to "force" the AI to send a wave by warping in some clowns.

Code: [Select]
I got this for my troubles

3/26/2012 8:29:38 PM (5.031)
-----------------------------------
UnhandledErrors-----------------------------------
3/26/2012 8:29:38 PM (5.031)
-----------------------------------Error-----------------------------------Log String: FixedUpdate: System.ArgumentOutOfRangeException: Argument is out of range.
  at MersenneTwister.Next (Int32 minValue, Int32 maxValue) [0x00000] in <filename unknown>:0
  at Player.CheckForWave (Int32 gameSecond) [0x00000] in <filename unknown>:0
  at Player.DoResourceEvent () [0x00000] in <filename unknown>:0
  at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0
  at Game.RunNextCycle (Boolean DoRendering) [0x00000] in <filename unknown>:0
  at Game.RunFrame () [0x00000] in <filename unknown>:0
  at MainCameraLogic.FixedUpdate () [0x00000] in <filename unknown>:0
Stack Trace:   at MersenneTwister.Next (Int32 minValue, Int32 maxValue) [0x00000] in <filename unknown>:0
  at Player.CheckForWave (Int32 gameSecond) [0x00000] in <filename unknown>:0
  at Player.DoResourceEvent () [0x00000] in <filename unknown>:0
  at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0
  at Game.RunNextCycle (Boolean DoRendering) [0x00000] in <filename unknown>:0
  at Game.RunFrame () [0x00000] in <filename unknown>:0
  at MainCameraLogic.FixedUpdate () [0x00000] in <filename unknown>:0

So yea, it looks like an overflow.

Now to find the highest AI difficulty I can get without running afoul of arithmetic overflow.

Offline TechSY730

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Re: Save File Generation
« Reply #47 on: March 26, 2012, 10:11:28 pm »
OK, thanks to workingShips = ( AIProgressionLevel * player.AIDifficulty ) / ( 13 - player.AIDifficulty ), this means AIDifficulty cannot be at or above 13 before waves start breaking.

So I just took next value below 13 the data type could support ((13 * (2^12) - 1 = 53247)
This gives me an AI difficulty of 12.999755859.
Once you get near 13, oftentimes the "warning times" will be so short you can't even see it, so it looks like they spawn without warning.

Here is the final result for the first wave at AIP 10.

Code: [Select]
Wave total ships: 1712502
TypesForDirectAdd count by type:
InfiltratorII => 1000
BomberStarship => 1
Flagship => 1
LeechStarshipII => 1
TypesForCarrierAdd count by type:
InfiltratorII => 600678
FighterII => 255230
MissileShipII => 256195
AntiArmorShipII => 427941
BomberII => 171455

Wave logs attached for the curious

Offline keith.lamothe

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Re: Save File Generation
« Reply #48 on: March 26, 2012, 10:21:52 pm »
You actually created a case where it would make sense to have a carrier containing 1000 carriers ;)
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Offline Wanderer

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Re: Save File Generation
« Reply #49 on: March 26, 2012, 10:39:32 pm »
Here is the final result for the first wave at AIP 10.

Code: [Select]
Wave total ships: 1712502

Consider that a challenge I don't think I want to try to argue with.  *blinks*  That's just nuts.

Cheat codes galore: Drop me 500 Dreadnaughts, fully built, and a million Missile Frig Vs please.  Oh, yeah, auto-unlock Grav IIIs and places them every 5 meters from wormhole to cmd station.
... and then we'll have cake.

Offline Eternaly_Lost

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Re: Save File Generation
« Reply #50 on: March 28, 2012, 03:36:24 pm »
I decided that I might as well help out a little and I did find something interesting.

This line (#133 in my save) here:

49|MinorFactionState|10|29,238000,420000,4,unused,,831900@HackingState|1|1,0,0,0

The number right before the @ is the AI home world defense budget if you are playing Fallen Spire. Knowing that, I am assuming that the numbers after the 29, part is the Current buildup for the next Exowave and the target for the next Exowave.

Now all I need to do is track down what ships are my ally spire fleet so I can remove several 10s of thousands of them to stop the heap crashes and I might be able to get that win on 10/10, rather then cry at the fact that the game keep crashing due to heap issues with the fleet right outside the last homeworld.

Edit)
Confirmed that the 238000 line is the current charge. Setting it 0 removes the incoming EXO-wave warning.
« Last Edit: March 28, 2012, 03:43:45 pm by Eternaly_Lost »