Author Topic: Prerelease 3.0349 (Transport+, Cold storage perf+, auto-manufactories, riot tab)  (Read 10812 times)

Offline x4000

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Can't roll with 47..  Keep crashing:

2/21/2010 2:40:08 AM (3.0.4.7)

Please see my notes here: http://arcengames.com/forums/index.php/topic,4061.0.html

And 3.048 is now out.  If you still have trouble of this sort with 3.048, then please post it and I'll check it out.  But not right now, as I'm in dire need of some sleep (it's almost 4am here).  So if it's still unplayable with riot starships being loaded in that way in 3.048, then I suggest just posting the save and using 3.046 until I can look at it.  Aside from loading saves with existing riot starships in them, there shouldn't be any similar issues with 3.048 (or 3.047, for that matter).
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Offline RCIX

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Sure!
(See attachment)
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Offline x4000

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Sure!
(See attachment)

Oh, okay -- I see.  Actually, this is the expected behavior, because you still have 100k crystal just sitting there.  It won't use manufactories at all if you have large stores, because it's perfectly possible that you want to burn through that excess stored stuff with some short-term overbuilding, and it would be wasteful of the optimizer to turn on manufactories until they are really needed.  It only enables any manufactories if you have less than 4000 of the resource it is to be manufacturing, and your net rate for that resource is negative.  And then it only enables manufactories if the net rate of that resources is more negative than the net rate of the resource it would be converting from -- OR if there are stores of at least 8000 on the other resource.  So that makes it capable of burning through a large store of crystal to support a less-negative metal rate when your metal stores are low, etc.

I said it was fairly intelligent of an algorithm.  It's doing what it should there. :)
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Offline x4000

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Updates in 3.049:

-Changed Icon Grouping refresh logic to automatically refresh the icon grouping data every few game seconds regardless of other conditions to help with some edge cases where ships were not being displayed.

-Bugfixes to the riot starships in the last version, plus the rest of the riot starship images and a riot starship icon in far zoom.
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Offline RCIX

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Ok, sounds good, and also a candidate for a control node (Manufactories to ignore reserves when determining whether to turn on). But first, get some sleep, it's almost 5 there isn't it?
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Offline HellishFiend

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Ok, sounds good, and also a candidate for a control node (Manufactories to ignore reserves when determining whether to turn on). But first, get some sleep, it's almost 5 there isn't it?

I wouldn't advise using such a node even if it were available. While it may seem keen to "stay ahead" of running out of a resource, you will actually be shooting yourself in the foot in the long run by reducing your long-term efficiency.
Time to roll out another ball of death.

Offline RCIX

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Ok, sounds good, and also a candidate for a control node (Manufactories to ignore reserves when determining whether to turn on). But first, get some sleep, it's almost 5 there isn't it?

I wouldn't advise using such a node even if it were available. While it may seem keen to "stay ahead" of running out of a resource, you will actually be shooting yourself in the foot in the long run by reducing your long-term efficiency.
Tell that to yourself when you ran out too fast because your manufactories weren't running to help fill in your deficit of crystal!

It's also debatable that several other ones are a good idea "in the long run", but they're in there...
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Offline HellishFiend

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Tell that to yourself when you ran out too fast because your manufactories weren't running to help fill in your deficit of crystal!

You really think X did not think of that?

-A new control node has been added to disable the new auto-management of manufactories, so that players can continue to manually manage them as before

That's what that is for.  What you're asking for is essentially a "reduce the intelligence of the auto-management algorithm" node. Aside from scenarios where you will be facing a very long term deficit of a resource (say, as in building the entire fleet starship line all at once), using a node like you're describing will invariably result in the waste of resources.

When you do face a long-term deficit, just use the existing node so you can manually control them for a while.
« Last Edit: February 21, 2010, 06:07:59 am by HellishFiend »
Time to roll out another ball of death.

Offline Ozymandiaz

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Seems to be a bug now that the unit numbers on the galaxy map does not update when I move my units.

It reports 1300 frindly units, but I only got about 50 there max :).

Does not happen on all planets it seems tho.
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Offline keith.lamothe

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Sorry about the Riot crashes, I wasn't getting problems when testing with older saves having Riots in them, so I figured it was ok.
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Offline x4000

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Seems to be a bug now that the unit numbers on the galaxy map does not update when I move my units.

It reports 1300 frindly units, but I only got about 50 there max :).

Does not happen on all planets it seems tho.

Can you post a save that we can use to demonstrate this? I played for several hours last night and did not witness this, so I have no idea how to duplicate.
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Offline x4000

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Tell that to yourself when you ran out too fast because your manufactories weren't running to help fill in your deficit of crystal!

You really think X did not think of that?

-A new control node has been added to disable the new auto-management of manufactories, so that players can continue to manually manage them as before

That's what that is for.  What you're asking for is essentially a "reduce the intelligence of the auto-management algorithm" node. Aside from scenarios where you will be facing a very long term deficit of a resource (say, as in building the entire fleet starship line all at once), using a node like you're describing will invariably result in the waste of resources.

When you do face a long-term deficit, just use the existing node so you can manually control them for a while.

Yup, pretty much my thoughts. Although, personally, I never see a reason to keep extra metal or crystal around. It's not like you earn interest or anything. So all it can do is let you build faster after having built slower for a while. Assuming you build at a constant speed the entire time, instead, the result is essentially the same unless you are wanting to on-demand crank out a fleet or some turrets in a specific location apl at once. But I tend to spend all my resources on fleet building, then pause all and build turrets for a hit when needed, then resume fleet building.  And stuff like that.
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Offline x4000

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Sorry about the Riot crashes, I wasn't getting problems when testing with older saves having Riots in them, so I figured it was ok.

The crashes were not directly your fault, they were mine. You re-linking code for the riot ship and it's modules was in a loop of it's own, which was far less efficient than putting it in the syccomplete loop that already exists. And at the same time, I was adding in the fgnumber-remapping logic, and did not quite realize how one variable you were using was set up (you were looking up the link to the parent on every call, rather than caching that on initial I'd link). So that led to a couple of crashes there, but with a save I was quickly able to find those and finish refactoring those bits of code. All good now!
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Offline akronia

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We're getting a desync on our current game with .49  :(
The game was created on .43 I think. Desync is happening after 20 seconds.

Edit: we also tested it with an older save and it happens there, too.
« Last Edit: February 21, 2010, 12:32:59 pm by akronia »

Offline x4000

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We're getting a desync on our current game with .49  :(
The game was created on .43 I think. Desync is happening after 20 seconds.

Edit: we also tested it with an older save and it happens there, too.

Can't help without a save.  Can you post one?
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