Ummm.
That still ignores the fact that the data for the replay itself is not saved currently.
In fact, at the endgame with thousand of ships flying around from both sides, I could see a (decently compressed) video actually being
smaller in file size then the same replay would be.
Take a single ship that gets built, in the first seconds of it's life you have ship ID#, ship type/mark, built time, built co-ords (including starsystem), move to co-ords (with starsystem), move speed to cover modifiers. I don't know how AI's co-ordinate system actually works, but even estimating low on the data use I see 42 bytes of data for a ship as soon as it's built, assuming no overhead at all. That's not counting what it does over it's lifespan.
25 bytes doesn't sound big, but that only goes into 1 megabyte 25 thousand times. In my current game at the 12:17:00 game time mark, I'm guesstimating about 105 thousand ships built between me and the AI.
That's
4 megabytes of data to record only the
ship being built and it's starting move order in my current game, and I consider my current game close enough to average for this.
Keep in mind I guessed low on the data use, in reality it's probably over 5 megs, if not hitting 6 megs to record this data.
I also ignored data compression, but that would be
another layer of complexity for X or keith to program, and increase a replay's save and load times.
Ya, video recording is the way to go. A lot less hassle and you can break it out and send over just that one interesting battle rather then a giant replay file.
And it will take some experimenting to get the video record settings for the replays, but once those are found and posted, it will not be a big deal to setup really.
Look at what you made me do, you made me do
math!
D.