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August 2nd, 2008, 08:48 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Population Resets to Zero
Thanks for checking that out, Loren. The gems is also good to know about, although it's hard to conceive of hitting that limit in one of my games (doubt I've ever banked even 1000 gems).
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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August 2nd, 2008, 11:41 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Population Resets to Zero
It occurs to me that I ought to mention one other thing I learned in that test: Three Red Seconds can be cast on an enemy province.
The game goes very fast if you have a sufficiently powerful siege force in every enemy province. I couldn't simply take the provinces because that would have reduced his dominion and risked an unwanted dominion kill.
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August 3rd, 2008, 12:27 PM
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Corporal
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Join Date: Dec 2006
Location: My Own Reality
Posts: 64
Thanks: 18
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Re: Population Resets to Zero
I'am sorry but I didn't imagine my population resetting at around 500k three times. The situation stated by myself in the OP can and did happen to me on three occasions.
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August 3rd, 2008, 06:39 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Population Resets to Zero
How sure are you about that 500 000 value? There is an overflow bug, but if it doesn't always happen at same point there's something weird going on. I doubt the pop cap would be terrain dependent, but I can't think of anything else ATM.
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August 3rd, 2008, 07:06 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
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Re: Population Resets to Zero
There's a really tiny chance that the variable used to keep track of the population is two unsigned chars. "Unsigned" meaning it goes from 0-512 instead of -256 to 256, then the value multiply by some constant to get the actual value displayed in the game. If that was the case then the population would overflow to 0 at 512, but a char is not the optimal data type to store this kind of value so it's not likely.
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August 3rd, 2008, 11:50 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Population Resets to Zero
Quote:
sector24 said:
There's a really tiny chance that the variable used to keep track of the population is two unsigned chars. "Unsigned" meaning it goes from 0-512 instead of -256 to 256, then the value multiply by some constant to get the actual value displayed in the game. If that was the case then the population would overflow to 0 at 512, but a char is not the optimal data type to store this kind of value so it's not likely.
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What?!?!?!
An unsigned byte goes from 0 to 255. A signed byte goes from -127 to 127.
An unsigned word goes from 0 to 65535. A signed word goes from -32767 to 32767.
This latter is what I think they used and they are adding an extra zero for display purposes.
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August 4th, 2008, 12:04 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
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Re: Population Resets to Zero
Right, but what mordici is saying is that his population is rolling over at 500k. The closest variable being 2 unsigned chars (512 x 1000), even though that would be inefficient. Hence its unlikeliness.
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