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Messages - LucusLoC

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Suggestions / Re: Save File Format (Game arcitecture)
« on: January 18, 2020, 08:59:54 PM »
Thanks for making a game that is entertaining enough to play on such a level. It is just a shame that so many great game eventually run into this scaleability issue. I killed most of my Dwarf Fortress or Kerbal Space Program games doing a similar thing; grow beyond the capabilities of the game to handle it. Maybe someday when the game is more or less feature complete you can do a full release cycle of just optimization, but that is a long ways off.

Do let me know if you need someone to do, ah, "stress testing" on any release candidate version ;-)

Suggestions / Re: Save File Format (Game arcitecture)
« on: January 18, 2020, 07:00:55 PM »
Ah, I see then. Basically, this style of gameplay is unintended (and I presume will be nerfed in some future patch). And the lag is not a read/parse issue, it is a "recalculate the entire game state" issue.

I guess I will wait and see what the endgame comes to, as this is the only real logical endgame I can see right now (vanilla or modded). I have "settled" inter-factional differences; I can farm [Redacted] on an as-needed basis, I have more money than I know what to do with. What is left to do but colonize the next system? And the next, and the next?

I mean, it would be nice if the finished game let this be an optional end game, but given the limitations mentioned that may be more trouble to optimize than it is worth. I will probably keep playing this save until the lag becomes unbearable, then find something else to do. Thanks for the replies.

Suggestions / Save File Format (Game arcitecture)
« on: January 18, 2020, 01:48:40 PM »
I am currently playing through a "full colonization" play-through, and this playstyle is really taxing the games ability to handle data. My save file is getting really close to 50 MB of XML, and when the game needs to access some random data (say colony info) things really chug as the file is parsed and the needed data is located. It occurs to me that we could probably get better performance by breaking save file down into discrete chunks so that only the needed data would need to be parsed, instead of the entire save file.

As an example structure:
  • Sector main: raw sector info. IDs for systems, planets and other "natural" features.
  • Character main: Money, Fleet info (ships and inventory), level info.
  • Sector Activity main: Info on all the various fleets moving about, individual entities not attached to markets, various bits of intel, faction data, quest data and the status of bits of loot floating around. 
  • Market files <system ID#>: individual save files for each system's markets, as well as "system ownership" status. Could also include things like Remnant stations, occupied stable points, and other miscellaneous info that is dynamic within the system.
  • Other main: A dumping ground for unclassified data that needs to be remembered, but has no other good place to be kept (i.e. does not need to be accessed at the same time as other data). Would also be a good place to store mod data that does not fit neatly into the other categories. 

The idea here is to reduce the "seek time" when the game is accessing various bits of data. In this example, when a player wants to bring up colony management info, instead of crawling through a 50MB XML file looking for the tags for that one colony, the game would only need  to crawl the "Sector main" file for the proper system ID, then crawl the appropriate "Market file" for the colony in question. This should reduce the data being parsed to a few MB at most, which should drastically increase the speed of accessing that data.

I would also recommend a move away from XML, but I understand that moving away from that format would make support and modding significantly harder. That wold probably go against one of the main paradigms of the game's design. (also, not being a Java programmer I am not 100% sure how much performance there is to gain from switching from XML to some sort of raw binary data. Maybe someone else can offer some insight there. Learning Java is on my to-do list, so feel free to delve into details.) I would hope that cutting down on file sizes would offer enough of a performance improvement to make such a drastic change unnecessary.

There is a downside to such a change, however, and that is (probably) increased save times. Instead of doing one file access and write operation the game would need to stage and execute multiple file writes for every save. To do the save properly ("robustly") the game will need to track the status of the various writes, and have some way to roll back in case of failure (or else risk corruption should some cross-file references go missing). Personally I find the trade-off of longer saves to be worth less lag while actually playing.

Let me know if anyone else things a save file architecture change would be worth the time and effort.

General Discussion / Re: Reduce Detection Range
« on: January 13, 2020, 10:26:09 PM »
You have to keep an eye out for the "ripples" as you move through space. Those tell you you are coming into sensor range, and what direction the detecting fleet is in.

General Discussion / Optimization?
« on: January 11, 2020, 04:51:33 PM »
So I am working through a "full colonization" game with a few mods to make life easier; nex, better colonies, terraforming etc., but no extra factions, ships or stuff like that.

Anyway, I am up to around 150 markets under my control, plus most of the original faction markets, plus a bunch I gave to the indies 'cause I did not want them. Call it 250 markets in total. I am noticing the game starting to chug, especially when loading colony management stuff. Is there anything I can do to optimize things, either in the settings or specific game-play behaviors? I am no where near a full colonization, and my worry is the game will become unplayable before I finish (just like all my Dwarf Fortress megaprojects).

(I have already done the basics like increase the ram and thread priority, so I am looking for stuff that may optimize the file parsing or something like that. My save file is like 40 meg, and I bet the lag comes from lookups in there.)

Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: January 09, 2020, 05:06:03 PM »
Ok, so I did a bit of digging around and testing on my own, and this code will spawn a gate within a star system (have not tested in a nebula).

runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "inactive_gate", "neutral").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }

It would be nice to have a nice reference page for these blocks of code. Just sayin'

Edit: adding the original code block here for easier access. This one will spawn a stable point.
runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "stable_location", "neutral").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }

General Discussion / Re: Green Warning Beacon
« on: January 08, 2020, 11:08:54 AM »
That was kinda the question. I am just getting enough finds to colonize that system and was wondering if it was worth it to colonize that planet. I am not aware that Nex has something like a "doom clock" that spreads a plague to the entire sector or something like that, so I wanted to know what was up.

Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.4.0)
« on: January 07, 2020, 08:07:54 PM »
Sweet, I will check for an update in a bit, thanks very much.

General Discussion / Re: Green Warning Beacon
« on: January 07, 2020, 07:27:26 PM »
Ah ok, so it's from Nex. Is it just a flavor thing, or does it actually impact a colony you put down there?

Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.4.0)
« on: January 07, 2020, 03:30:12 PM »
PM sent

General Discussion / Green Warning Beacon
« on: January 07, 2020, 02:35:46 PM »
So I just found this:

And I have no idea what it does. I am tempted to put down a colony here to see what happens, but I am a bit low on funds. Also I looted the ruins before I read the beacon, so there is that too. . .

Anyone know what this does and what mod it is from?

Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.4.0)
« on: January 06, 2020, 06:35:57 PM »
Running into a crash with an Astropolis:

194045 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.finishBuildingOrUpgrading(
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.advance(
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

A few points that are relevant:
  • This is the third station at that planet
  • This is the 12th construction on that planet.
  • The planet has been renamed (possibly while this was under construction)
  • This is my first planet (started with it using Nex)
  • This was a hostile system until I booted out all the competing factions. This is the first completed station since then (90% sure)
  • There was another Astropolis completed the day before in another system, but I have tested the save and removing that from the build queue does not solve the problem. 
  • Deleting this Astropolis from the queue does stop the crash.

I have a copy of the save file and a mod list (with version numbers) if you want to test yourself. I have a way forwards, and all I lose is the build time, so no big deal, but I figured I would bring it up in case it is a systemic problem.

General Discussion / Industry Mod?
« on: January 06, 2020, 02:58:16 PM »
I am finding myself in need (flavor wise) of a hydroponics industry. Anyone know of a mod that adds this?

(bonus points if it requires a water commodity. Bonus bonus points if that water commodity plugs into the terraforming mod)

As a side note, if no such mod exists I am no stranger to coding, but since java is not a well known language to me I would like to make my first project a collaboration with someone more familiar. Ping me if interested.

General Discussion / Small thing; sidebar notifications.
« on: January 06, 2020, 01:39:06 PM »
is there a way to make the sidebar notifications last longer? Or is there place where you can go and review a complete list of them (a mod I presume)? I am running Nex and have a bunch of colonies, and sometimes more notifications pop to the sidebar than I can review before they disappear (espcially since some windows do not seem to pause the notification timeout even though they pause the game).

What I really want is a tab in the intel screen that is just a list of all popped notifications with a date, so I can review at my leisure without having to worry about them going away never to be seen again.

General Discussion / Economy overhaul?
« on: November 26, 2019, 04:18:18 PM »
I was wondering if there were any known plans for changing how interplanetary commerce is going to work in the future.

Currently so long as there is even one planet in the sector that can "export" at a rate to meet the import demand of all planets, then that single planet can meet the demand of the entire sector. So a planet with an export of 8 stuffs can meet the import requirements of every planet with an import requirement of less than 8 stuffs. It would be nice if instead of this being a simple comparative process it became an absolute process, so that export of 8 stuffs could only satisfy up to 8 units (total) of imports, either one planet with a demand of 8, or multiple planets with demands of less than 8 but that add up to 8.

Of course this would probably require other economy overhauls, and eventually it would probably be best to get past these abstract numbers to something along the lines of actual production and consumption rates, but that may be an even longer journey.

Absent any official word on the topic, are there any mods that change how the trade economy works?

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