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Amalgamating Complex 9.1 & Warlords 0.60
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Jelrak

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PostPosted: Tue Jul 24, 2018 8:01 am    Post subject:  
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I appreciate that...!
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Jelrak

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PostPosted: Mon Jul 30, 2018 1:07 am    Post subject:  
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Remaining (In Order Of Priority):

1) Finish Sub-Station Updates (Est. 2 weeks)
a) Update Espionage Sub-Station (Est. 1 week) [PENDING]
b) Complete Advanced Science Focus (Est. 1 week) [COMPLETE]

2) Update and Refine Research Tree (Est. 1 - 2 weeks) [COMPLETE]
a) Re-imagine Research Vessels And Remove Applied Research (4 days) [COMPLETE]
b) Add Espionage Tech (5 days) [PENDING]
c) Implement Inventors (Est. 1 - 2 days) [COMPLETE] Inventors prevent a player from being able to research all items, forcing careful consideration over which advances might be most necessary for their particular strategy.
d) Androids Implemented

3) Remove Unused Items (2 days)
a) Delete Unused Subsystems (1 day)
b) Remove Unused Music Files And Voice Commands (1 day)

4) Continue play-testing [PHASE 6]

5) Address player feedback:
a) Reduce background complexity [PENDING]

Side Projects (Non-Essential For Mod Playability):

Other Comments:
c) Consolidate unnecessary Stations:
i) Consider use of Central Command Stations for facilitating many tasks into fewer locations [PENDING]
ii) Replace certain sub-stations with ones lacking build-queues after they have complete their intended functions [PENDING]
iii) Provide the player the option to automate and turn off certain build queues by use of Governors (an AI assistance system for building management) [PENDING]
e) Ordinance-targeting ships do not seem to shoot down missiles properly

Begin Work On Phase 2:
6) Categorize And Re-Arm All Sub-Capital And Lower Weapons According To New Game-play Chart (1 - 2 months)
i) Drones
iv) Corvettes
v) Heavy Corvettes
vi) Frigates
vii) Heavy Frigates
viii) Destroyers

7) Enable Corporate Profits With Controlling Interest In Companies (Est. 3 Days) [ABEYANCE]
8) Complete documentation (50% complete) (Est. 1 week) <--W.I.P.
9) Finish Faction & Ship Descriptions (Est. 2 weeks)
11) Adjust Parade Entries (Est. 2 days)
12) Rewrite AI scripts and update Class Definitions (Est. 2 - 3 months)
13) Correct all subsystem icons (Est. 2 - 3 months)
14) Refine Ship Icons (2 weeks)
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Jelrak

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Gender: Gender:Male
Age: 42
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Posts: 266
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canada
PostPosted: Sun Aug 26, 2018 4:16 pm    Post subject:  
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Remaining (In Order Of Priority):

1) Finish Sub-Station Updates (Est. 2 weeks)
a) Update Espionage Sub-Station (Est. 1 week) [PENDING]
b) Add Espionage Tech (5 days) [PENDING]
c) Implement Governors
d) Add Android limits and construction

3) Remove Unused Items (2 days)
a) Delete Unused Subsystems (1 day)
b) Remove Unused Music Files And Voice Commands (1 day)

4) Continue play-testing [PHASE 7]

5) Address player feedback:
a) Reduce background complexity [PENDING]
Side Projects (Non-Essential For Mod Playability):

Other Comments:
c) Consolidate unnecessary Stations:
i) Consider use of Central Command Stations for facilitating many tasks into fewer locations [PENDING]
ii) Replace certain sub-stations with ones lacking build-queues after they have complete their intended functions [PENDING]
iii) Provide the player the option to automate and turn off certain build queues by use of Governors (an AI assistance system for building management) [PENDING]
e) Ordinance-targeting ships do not seem to shoot down missiles properly

Begin Work On Phase 2:
6) Categorize And Re-Arm All Sub-Capital And Lower Weapons According To New Game-play Chart (1 - 2 months)
i) Drones
iv) Corvettes
v) Heavy Corvettes
vi) Frigates
vii) Heavy Frigates
viii) Destroyers

7) Enable Corporate Profits With Controlling Interest In Companies (Est. 3 Days)
8) Complete documentation (60% complete) (Est. 1 week) <--W.I.P.
9) Finish Faction & Ship Descriptions (Est. 2 weeks)
11) Adjust Parade Entries (Est. 2 days)
12) Rewrite AI scripts and update Class Definitions (Est. 2 - 3 months)
13) Correct all subsystem icons (Est. 2 - 3 months)
14) Refine Ship Icons (2 weeks)
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ALC

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ireland
PostPosted: Wed Sep 19, 2018 5:35 pm    Post subject:  
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Hmm, i'm not sure about the 'Inventors' - if a player makes a mistake, it could be very costly!
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Jelrak

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PostPosted: Sat Sep 22, 2018 5:46 am    Post subject:  
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ALC wrote:
Hmm, i'm not sure about the 'Inventors' - if a player makes a mistake, it could be very costly!


Possibly...although the idea is to provide variety and to discourage a player from merely picking all research without a true strategy. The concept is to give more of a divergent research approach.

With this version of the game having an additional 1200 items to research, the consideration was that this would be too overwhelming if the player assumed a need to research everything.

So far it has provided some interesting results.

Regardless, currently this project is on hold until the background complexity issue can be addressed. The game functions perfectly...until it simply no longer does. There is no real sense of why it suddenly decides to cause all Motherships to self-destruct, but it seems to occur when the memory usage is around 700 MB and there is heavy space traffic.

Current options are to remove the space traffic, or seek to somehow further reduce the memory load.

Likely it will be the former, but I have not yet decided.
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ALC

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ireland
PostPosted: Sat Sep 22, 2018 11:26 pm    Post subject:  
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Self destructing Mother Ships is a significant bug.
Could something be causing their health to suddenly be set to zero for some reason. In the absence of a MS, does the same issue affect the most importsnt build ship of a given fleet, I wonder.

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Jelrak

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PostPosted: Sun Sep 23, 2018 1:30 am    Post subject:  
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They simply spin off of the map with full health and then explode. Other ships are able to keep building, presumably even to reconstruct a new mothership, so it does not appear to affect anything else. It seems to happen typically if there is more than a single computer opponent and the number of different automated ships exceeds an undetermined number. It typically results soon after some ships become invisible. It has been very curious to observe.
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Jelrak

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PostPosted: Mon Sep 24, 2018 5:15 am    Post subject:  
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Correction:

The number of automated ships is not relevant to this problem...nor is this caused by any obvious memory draw. I will have to investigate if this is caused by a function, and, if so, which one is responsible
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ALC

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ireland
PostPosted: Wed Sep 26, 2018 11:00 pm    Post subject:  
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Jelrak wrote:
They simply spin off of the map with full health and then explode.
I remember encountering this kind of issue in my map making days. There was some bug in the map I was building - AI MS would explode for no reason. I had to trash the map and start from dcratch. All I recall about it is that it was an issue with the map, and it was a very large map with six players.
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Jelrak

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PostPosted: Sat Sep 29, 2018 6:47 am    Post subject:  
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Interesting...I should see if this problem persists on multiple maps...it is possible I have chosen to test this game repeatedly on a map with some sort of incompatibility that is triggered by this mod.

Thank you, I will see what difference this makes
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ALC

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ireland
PostPosted: Wed Oct 03, 2018 7:28 pm    Post subject:  
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The map had been built with Skunks HW2 Map Editor, but then I was making some modifications by hand, can't remember what I was doing.
The map editor always made stable maps, so it was not at fault, I think.

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Jelrak

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PostPosted: Thu Oct 11, 2018 9:01 am    Post subject:  
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Multiple maps have been tested and the only difference it makes is how long it takes before the mothership self-destructs. The issue appears to be memory related. The game can last from one to four hours, but the end result is always the same. It is a shame because as it exists this game otherwise functions beautifully.

The only solution appears to be to scale back any items that require large amounts of memory and to reduce the background fleet transits.

Likely what this will require is the removal of any stations not absolutely necessary to the function of the game as well as a the reduction of all transport cells.

I suspect this will render this project much less interesting to pursue. I will suspend this project until I have decided that these changes will be worthwhile.
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Jelrak

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PostPosted: Fri Oct 12, 2018 9:35 am    Post subject:  
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I have identified about 500 ships that can be removed from the game to reduce memory requirements. I will see if this will resolve the problem.
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ALC

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ireland
PostPosted: Fri Oct 12, 2018 6:13 pm    Post subject:  
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An interesting issue, doesn't sound too good.
Are there any background processes which are memory intensive which sould be removed without affecting gameplay, I wonder.

It might be worth consulting Mickey and Oni on this to see if they have any suggestions, they may have come across the issue and found a solution for it.

Also, could there be some memory-hogging loop which might be causing the issue?
As an analogy (unrelated), in my floppy-disk days, I remember printing a small pdf file, created with a 'free' generator. The computer froze, and crashed. On investigation, I found a 2GB spool file stuck in a temp folder (2GB was the maximum allowable file size in those days), it had got stuck in a loop, spooled up until it ran out of memeory, spool file should have been around 400k.

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Jelrak

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PostPosted: Sat Oct 13, 2018 12:32 am    Post subject:  
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I feel fairly certain I can rule out memory-consuming loops as a cause, given that I monitor the program while it is running for memory usage. It reaches about 700 MB--which is fairly reasonable considering it used to load in the 1.2GB range--and then sometimes will run for up to four hours before this effect occurs. Other times it happens within only an hour or so. The main difference between the longer and shorter games are the number of enemy AIs and/or the map size.

The only thing I can determine is that either the game is striking some type of invisible wall relating to how many production-capable ships are on screen or else it is having difficulty with something specific to one or more of the models in play.

Currently when the models begin to disappear they are always the same ones that go black first. It is clearly not related to the number of ships at play, as I have spawned nearly one thousand frigates without encountering either the detail-blurring or the self-destruction.

I have also turned off ship transits and the problem still arises so it seems unlikely to be brought about by those specific scripts.

One other possibility, though, is that it is the result of a number of scripts gradually intersecting over time combined with something else.

One aspect that has me returning to the idea that it is memory-related and not caused by certain models is that occasionally the game will display the build cost for certain subsystems as extraordinarily high (in the tens or hundreds of millions), but if the player chooses to build it anyway they are granted immediately and the cost in RUs is added to the player's reserve instead of deducted. Clearly there is a fault line I am crossing in the background that is bringing forth these random results and I recall Oni mentioning that when the game runs out of memory it does strange things. Certainly these experiences qualify.

If I have removed the 500 ships and still have these issues at an even lower memory threshold I will better be able to rule out a lack of memory and instead be free to investigate closing off or otherwise optimizing the timing of certain scripts.
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