Problem: Game round does not load

thats strange, in the patch I wrote, I un-afked all players. I will try again tomorow morning. I dont like to check changes into the server at 8 at night incase things go bad while I’m sleeping.

Allright. Thanks :smile:

The main thing is that it works again :slight_smile: only need to be un-afked now.

But I just noticed something: I lost over 3,500,000 ships (92%). That wouldn’t be a big deal, but Knighthawk only lost 83%. My whole border is nearly empty. I suspect that there was a problem with travelling ships - I started an attack with over 500k before the game was down, but only 2.4k arrived at the target. The rest is nowhere to be found. That’s only one example.

My ally has only 7% left which supports the theory because he had many ships moving as well.

Hope you can fix this somehow - I guess I don’t need to explain the unfair disadvantage of my current border situation.

Thanks in advance!

Guess I found it!

Every carrier was set to 493 ships apparently. :frowning:

Curious why fixed weapons tech would cause any difference in game timing?
It’s actually one less variable that can change?

I agree with DarkDragonwing that fixed weapons tech is a fun way to play.

My algorithm for calculating the result of combat doesn’t do anything smart, it just iterates in a loop doing damage, when a carrier dies it iterates on the next one etc ect. Say you have 2 fleets of 1 million ships attacking each other. When fixed weapons 1 the for loop does 2 million loops. When you have weapons 10 its 10 times less iterations.

The server will not allow any process to take more than 30 seconds. They are fairly slow servers too.

I realize that multi-player (more than 2) combat gets really complicated … but it’s actually pretty rare that happens in real life.

So for the 99.99% of the time where it is simply mano-mano, instead of having 2,000,000 loops, couldn’t you just have the largest carrier goes against the largest carrier (or star garrison if no carriers left on defense), resolve that, and then re-iterate until a final result is reached?

Seems like this would result in a very, very, very dramatic speedup.

I wasn’t in the game above … but I can imagine how disappointed the players are to have invested time in the game and have it blow up on them.

yep, I just need to find the time to re-write that function and test thoroughly.

Ok, uploaded the new patch, can you see if it worked this time?

Sorry I didn’t address this point. I’m not sure what would have gone wrong.

edit: removed the code…

Oh fuck, I found a bug. And I was being so careful!

Sorry guys. How can I make it up to you? Lifetime premiums all round?

(there is no backup unfortunately)

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That’s a real bummer, but at least it’s running again and I will take on the challenge to rise again :grin:

Lifetime Premium would be awesome nevertheless! :blush:

/edit: Wow, you’re the best, Jay! :slight_smile:

I usually optimize my code to use less CPU resources.

I would replace that with some modulo formulas.

Wow that’s great! Thanks!

The game works. :smile:

I just noticed this notification in some star information:

This star has more than 100 times its Natural Resources in ships in orbit and has stopped production.

I understand its meaning but it was not there before the crash… So I am wondering if this is intented or not :grin:

Edit:
I found your thread, Jay, that answered my question :smiley:

New problem with our game:

It does not load again… That’s a pitty :sweat_smile:

Could you check it, Jay?

Sorry Jay, guess it was my fault again because I initiated a 82k vs 67k battle, just couldn’t risk to leave them there in the middle of my unprotected territory. Honestly didn’t expect to break the game with a battle like this. :pensive:

All you cosmologically scaled warmongers should be shipped off to a galaxy far far away.
Oh wait . . .

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Haha, how did get that many ships again?

Umm ok, you caught me on the weekend again.

How about instead of fixing your game again I spend the time writing a new combat function that will properly support allies fighting together at a star (without having to give ships to the star owner).

Edit/: this would only be for new games that start, not existing games.

Can we call your game done and I’ll distribute the awards?

You didn’t fix it? It was working again in the evening, everything went fine. ^^
Eliminated over 130 carriers :wink: Could it be that the amount of carriers was a problem too?

Though I lost millions of ships, I still had a few 100k, it was just a matter of time to get them to the border. Production rate is up to 2k/h again.

No need to close the game now as there are no other stockpiles in sight :slight_smile:

But looking forward to the new combat function!