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Endless sky ships turn into wrecks
Endless sky ships turn into wrecks





  1. #Endless sky ships turn into wrecks full#
  2. #Endless sky ships turn into wrecks code#

While that may be an interesting mechanic, it's not what I'm discussing here.)

endless sky ships turn into wrecks

(All equipment is returned at the end of combat, it isn't destroyed or consumed. At that point, all survivors (along with their equipment, but not their fallen comrades' equipment) are returned to their ships and the combat round ends. Combat happens as normal until one side or the other "wins" the engagement. They are met by a defence party (as many defenders as possible, up to the limit of 100), also equipped with the best available equipment. One boarding party (as many attackers as possible, up to the limit of 100) is sent over, equipped with the best available equipment. Fixed size attack and defence, sequential engagements There are a few different ways to split things up, so I'll arbitrarily pick 100 as the maximum size of a boarding party (because it's a manageable number that has an effect at the top end of current vanilla crew sizes) and consider some of the options.

#Endless sky ships turn into wrecks full#

And in some ways that might be more "realistic " the outcome is more uncertain at first, but as the battle goes on the winner becomes more clear.Īnother approach would be to limit the engagement size for each round - starships are sealed containers full of corridors and rooms, not open fields with miles of empty space in all directions. (We would likely use some sort of logarithmic scaling so that the size of the array has a logarithmic relationship with the number of crew involved instead of a quadratic one.) In this way, the percentages shown get more accurate as the battle goes on. But as you get down to say 100 crew in either ship, it goes back to simulating the death of one crew at a time.

endless sky ships turn into wrecks

For example, if two ships go at each other with 10k crew each, the game simulates the outcome of 10 crew dying at once. And the array could probably reduce the number of crew members it simulates dying off at once the closer one ship gets to winning. I imagine this would be less accurate, but probably accurate enough for what we need. Perhaps the simulated outcomes should do the same instead of simulating each round of a single crew member, start simulating the outcome if multiple crew members died off at once. When you actually click attack or defend in the boarding panel, multiple rounds are done at once depending on the crews of the ships for the sake of boarding combat not taking forever. The big issue is that right now the game simulates the outcome of each round of combat, and each round only results in one dead crew member on either the attacker or defender side, so the array that is created has a size on the order of attacking crew * defending crew. And I totally understand if this is closed and forgotten, I just didn't see it mentioned anywhere about there being limits to how many crew a custom ship can have. I created an excel macro that procedurally created systems and fleets for said systems, where weaker ships are in the outter rim and they get stronger the closer to the middle you get I'm working on the boarding mechanics as vanilla is-caping is fun for the first bit but then seems to allow me to skip over a dozen or so ship models so I'm seeing if higher crew count solves that by having larger ships have more and more required crew- anyways, I assure you, i didn't just modify a saved game file, I was trying to just give an example of how the problem could be reproduced. So buddy is complaining that the program crashes when he tinkered with the save file to allow something not normally within the boundaries of the game? I originally thought the odds could just return n/a if there are too many crew but the issue is the attack/defense power is also he literally said

#Endless sky ships turn into wrecks code#

I am aware that having crew counts above 2k is far beyond the current game balance so I don't expect anything to be done to fix this.įrom reviewing the code it seems the game caches the all the possible outcomes of the encounter, and then just does a lookup to determine the odds and current attack/defense power available. In the discord server, Terin says that the game calculates every possible scenario when boarding so it can give accurate probabilities of capture. This came up as I'm testing how the game plays with higher crew counts (big ships have much higher long term costs than smaller ships and also are more difficult to capture). System (please complete the following information): There should be no lag or crashing with high crew counts on a ship. Modify ships to have a higher required crew count, then try to capture said ships with a ship that also has a very high crew count

endless sky ships turn into wrecks

When both ships have a total crew count of over 40k, the game will hard crash after freezing for a couple minutes (it may have run out of ram as ES was using over 10gb of ram). When ships have high crew counts (5k+ each ship) the game starts to lag when first boarding a ship and when exiting the boarding screen







Endless sky ships turn into wrecks