Turn processing patch (CLOSED)

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thunderchero
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Re: testers needed for Turn processing patch

Post by thunderchero »

@mullet Just a note on your original saved game you sent me,

on turn 266 - 267 un-patched or patched with internal 33 sec but external patch was 25 sec.

I thought about it a little bit, and UDM has code for "Unlocking Empire Borders for all Treaties" this might be causing slower turn time on it's own. not many mods use this code change. but changing code mid game might not have any effect since border is all ready open in saved game.
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Re: testers needed for Turn processing patch

Post by thunderchero »

Ok this is interesting, all of my tests have been from previous saved games.

if I start a new game with external patch dll I can play as many turns as I want, but as soon close game and reopen save game and reload save game will crash with any mod that uses 18 fleet task force. :shock:
crash logs;
File: ..\..\source\game\ship.c, Line: 968, taskForce != NULL

If I use internal patch it has no issues. so external patch dll is no long available or suggested.
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Re: testers needed for Turn processing patch

Post by Martok »

Weird. :???:
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Re: testers needed for Turn processing patch

Post by thunderchero »

Hi Everyone,

I was just wondering if anyone else has been testing this patch? and if so what results they have gotten?
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Re: testers needed for Turn processing patch

Post by thunderchero »

NOTE: this patch has a conflict with UDM, so testing should not be done on UDM (all versions) until trek.exe has been corrected.
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Re: testers needed for Turn processing patch

Post by mullet »

corrected how?
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Re: testers needed for Turn processing patch

Post by thunderchero »

I am currently rebuilding the trek.exe from scratch to find error. but to be honest it could be anything or any other file.

My main problem is most changes will require starting a new game to test and this may take a long time.
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Re: testers needed for Turn processing patch

Post by Flocke »

when there is a "conflict" it either is hex overlapping or it is that the circular buffer is too small or limited some other way from what I can guess, so possibly a large map conflict
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Re: Turn processing patch (CLOSED)

Post by thunderchero »

Well I did some long term testing on BOPL,

This patch has a major memory leak, you must restart game every 10 turns or turn time will increase far beyond original (un-patched) TPT.

The patch will remain in first post if someone wants to play with it.

as for UDM I found no errors in code. but patch had little to no effect on UDM.

as for other mods I really can not explain improvements in TPT.
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Re: Turn processing patch (CLOSED)

Post by mullet »

Well, i'm sorry things did not go better.......... its probably a wee smidge promising that you *caused* a memory link, since, you may be defeating Smartheap, which is in there *because* of a memory leak.
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New Turn processing patch

Post by thunderchero »

Hi Everyone,

here is part 1 to improve TPT

this patch decreases ship range and removes tech range bonuses
new ship ranges applied by this patch
short 1
medium 2
long 3

in my tests on mullet's saved game at turn 270 - 271 un-patched was 1:04
after patch below was applied TPT 34 sec

on my UM5 test save un-patched was 1:55
after patch below was applied TPT 11 sec :shock: (i expect a large amount of ships were trapped out of range and could not move?)
range.patch
(10.57 KiB) Downloaded 120 times
patch name in QD patcher
"lower ship base range and no tech range bonuses"

note; since this is a universal patch some mods will display red before installing and removing patch will return values to vanilla.

This can be applied to saved game but AI may scrap ships that are now out of range.
This patch may require AI and human player to build more outposts and starbases (but will AI build more?)

part 2 will be closed borders on all treaties except war pact, if I can figure out code. lol

but before I do part 2, I will test this patch from turn 1 to see how AI advances. I hope others will also test.

The patch above is lowest possible ranges so once both patches are ready some balancing/value editing could be done to balance AI advancement vs TPT?
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My first test results

Post by thunderchero »

here is my first test results from lower range patch above.

UDML 1366 x 768 tech 1 start all races, I played as Cardassians
no "game play" by me only turn after turn until turn 450 (took less than 1 1/2 hours)

I started with shortest range so I was able to increase to see how expanding range would effect TPT better.
using patched above :28
vanilla range values 1:08
un-edited UDML values 1:29

note; only range patch was installed (gHeap patch was not installed)

Most AI races have 35 - 40 systems (except romulans that is under attack from fed)
but very little contact between AI races (federation at war with romulans and Dominion has just meet Klingons)
All AI Races have a good supply of war ships. (200 - 400 ships)
from summary all AI races have made it to tech 9+

here is overview from Cardassian view
450.jpg
450.jpg (450.07 KiB) Viewed 6507 times
the next 3 is from switched race save to Dominion to show range differances
first patched from above (:28)
patched.jpg
patched.jpg (345.94 KiB) Viewed 6507 times
vanilla range code (1:08)
vanilla.jpg
vanilla.jpg (352.54 KiB) Viewed 6507 times
un-edited UDML values (1:29)
udml.jpg
udml.jpg (358.4 KiB) Viewed 6507 times
This test confirms what I have always suspected, what the AI ship can see (or able to select to move) directly effects TPT.
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Re: Turn processing patch (CLOSED)

Post by mullet »

uh........i can't do much with this. I just don't have any aptitude for tracking things down in these hex strings.

I'm sure this reasonable proof of the AI storing possible ship movements in RAM might help somebody make progress.

I did notice that the AI will adapt to the change, and, use stations to build out to a system that they can "see". To be expected, but, i also could have seen them not bothering, or, somehow expecting stations to still have the unpatched range, and, just flat out stopping when reaching the limit provided by shipyards.
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Re: Turn processing patch (CLOSED)

Post by thunderchero »

Hi mullet,

I don't expect you or any member to do things they are not comfortable with.
the range patch above would be installed same as first patch (copy patch to patches folder and run QD patcher to install.)

This last patch for range would never be applied to all mods since it would change AI behavior way too much.
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My second test results

Post by thunderchero »

here is my second test results from edited lower range patch.

Note; I used same starting seed as first test. :grin:

UDML 1366 x 768 tech 1 start all races, I played as Cardassians
no "game play" by me only turn after turn until turn 450 (took less than 1 3/4 hours)

new patch base values with closed borders on non aggression, friendship, affiliation
short 2
medium 3
long 5

using edited patched :42
vanilla range values 1:29
un-edited UDML values 1:53

note: during random testing of turn speed from turn 300 I noticed it varied from 25 sec to 40 sec depending on if feds had non aggression treaty.

note; only range patch was installed (gHeap patch was not installed)

Dominion AI races have 64 systems other AI races 25 - 28 :???:
but very little contact between AI races (federation at war with romulans)
All AI Races have a good supply of war ships. dominion 1045 ships at home system, other AI 200 - 450 war ships
from summary all AI races have made it to tech 9+

here is overview from Cardassian view
card_overview.jpg
card_overview.jpg (467.97 KiB) Viewed 6472 times
the next 3 is from switched race save to Dominion to show range differances
first patched from above (:42)
patched.jpg
patched.jpg (370.03 KiB) Viewed 6472 times
vanilla range code (1:29)
vanilla.jpg
vanilla.jpg (370.16 KiB) Viewed 6472 times
un-edited UDML values (1:53)
unedited_udm.jpg
unedited_udm.jpg (378.26 KiB) Viewed 6472 times
Next I want to run an unedited from turn 1 to see how it will advance that way. but this will take much longer to do :sad:
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