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Old October 22nd, 2011, 02:16 PM

elmokki elmokki is offline
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Default Re: Randomocalypse 0.2.7 - Random nation generator

Quote:
Originally Posted by Valerius View Post
I'm having problems running the more recent releases of the program. I was able to run 0.2.0 and 0.2.1 but 0.2.3 and higher just seem to hang (didn't get a chance to download 0.2.2) . The program ends up using 99% of the cpu and it never finishes (have tried letting it run for over half an hour). It certainly may be something specific to my machine but I'm not sure what. I have .NET releases 1.1, 2.0, 3.0, 3.5 and 4 installed. The machine itself is certainly not the most powerful (2.2 GHz Athlon 64, 3 GB RAM) but it was able to run earlier releases (though I did get that strange result with the Jotun spearmen).
Does it hang at a certain percentage of the progress bar, random percentage of the progress bar or somewhere completely else?

Random percentage probably means that the program has seriously hard time finding a suitable nation for the specified weight.txt. If the percentage is always 0% then it probably means that the parameters are such that the program is completely unable to generate a nation. If it's always the same percentage and the percentage isn't 0% I don't have a clue but would like to know the seed if it's always the same.

Somewhere completele else probably means that one of the .txt files is somehow flawed. I'm a lazy programmer and there aren't almost any error messages. That should be a fairly obvious crash though.

I personally have Q9450 (Intel 2.66ghz quad core) and 4GB ram and it generates 14 nations in roughly 15 seconds for 0.2.7. At some point it was up to 30 seconds. The program does not support using multiple cores though so any core above two probably doesn't matter a bit for performance. At some version it was closer to 30s. This is the case with a freshly unpacked 0.2.7, not any of my dev builds or anything.

I would claim that the easiest way I can think of to get the program eternally generate a nation would be to mess with weight.txt too carelessly. It's also possible to hang up the program by making unit lists such that there are no units with militia modifier or cap only that's not 0 in ranged/light infantry/heavy infantry list.

Below are the ssential lines for 0.27 in weight.txt:
Quote:
caponlyweight 1
receverywhereweight 0,9
pripower 2
secpower 2
terpower 1,1
minmage 50
minsacred 50
mincombined 90
mageweight 0,325
sacredweight 0,325
troopweight 0,125
priestweight 0,075
specialweight 0,1
desiredpower 50
sacredpow 1,6
Some of those lines can be removed without problem, but in general they should all be there or there might be problems.
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UnitGen - randomly generated nations with randomly generated sprites
http://forum.shrapnelgames.com/showthread.php?t=48341
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