• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Mini-engine progress

So what is ID allocation limit? Can it be increased?
8K.
Code:
#define FLTA_ID_SHIFT                (13)
#define FLTA_MAX_BUCKETS        (1 << FLTA_ID_SHIFT)
I could either change it to 16 bits for both the index and ID (it's actually the index that's limited), or go 64-bit. 64-bit is your future proofing, but would require extra changes all around the DLL.

Don't need to do it yet. But once the AI starts defending thousands of cities, I might have to. If I get that far.

But optimisation is getting increasingly difficult. Got pirating under control, but it's still 16s for turn 522.
2025y07m06d - Cv4MiniEngine.png

Pirating is really the worst case. Bunch of units pathing all around the map. Spy move is almost entirely mission execution. You'd need faster pathing, or path caching, or a better parallel unit update to speed that up.

Irrigation update and AI_updateRouteToCity are next, but getting mid-game turn times under control is not going to be possible for 10x Huge. The AI stuff will just need a whole rework. Or I extend the parallel unit update implementation to cover most AI, but... ehh... Maybe I should just find the biggest playable map size that doesn't require herculean parallel AI efforts.
 
Wow! That's a lot. I guess we run out of city names much earlier.
And what's the limit on units? If it's also 8K than...
😶

Maybe I should just find the biggest playable map size that doesn't require herculean parallel AI efforts.
Just wanted to ask about that.
Maybe limit the game to a map size that won't exceed the limits?
 
Back
Top Bottom