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Old November 29th, 2003, 10:26 AM
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Default Re: Status of systems not presently seen

Quote:
Originally posted by Imperator Fyron:
The reason this was not done is because it would increase the size of some parts of savegame files (some large parts) by 20 fold...
It cannot increase savegame files significantly. Required information is only a few bytes per object. Imagine how many objects you can squeeze, say, to 20 kb?
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Old November 29th, 2003, 12:41 PM
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Default Re: Status of systems not presently seen

Andres has a point. There is no need to send that data into server. You just keep the galaxy map on your hard drive and server merely updates the views of the systems you see. Does anyone has Aaron's phonenumber? Call him and tell what we need, Hush!
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Old November 30th, 2003, 02:55 AM
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Default Re: Status of systems not presently seen

The philosophy behind the current system is, however, that you can play the turn and have ALL data just by grabbing the result file. Makes it easy to do a turn on any computer with internet connection if you are not at home. Or to rebuild from scratch if you lost your hard drive / computer / whatever.
Changing that as you propose, Karibu, would mean you have to carry around your SE Data with you to the computer where you want to do your turn. And you'd have to keep making regular backups by yourself in case that something goes wrong, because you cannot recover all data from the .gam file.
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Old December 1st, 2003, 04:24 AM
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Default Re: Status of systems not presently seen

Quote:
Originally posted by Asmala:
quote:
Originally posted by Imperator Fyron:
The reason this was not done is because it would increase the size of some parts of savegame files (some large parts) by 20 fold...
It cannot increase savegame files significantly. Required information is only a few bytes per object. Imagine how many objects you can squeeze, say, to 20 kb?
Yes it can... it would have to store the same data that is present for each system in the galaxy, but for every single turn. Or, it would just store the latest Version of what each empire has seen for each system, which would require up to 20 times as much space for all of that information. It takes more than a few bytes to store all of the information for a system, especially when those systems start getting lots of ships and units and such in them.
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Old December 1st, 2003, 07:24 AM
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Default Re: Status of systems not presently seen

I see the problem now. However, it could be an option to choose when game starts. Like random events.
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Old December 1st, 2003, 09:39 PM
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Default Re: Status of systems not presently seen

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by Asmala:
quote:
Originally posted by Imperator Fyron:
The reason this was not done is because it would increase the size of some parts of savegame files (some large parts) by 20 fold...
It cannot increase savegame files significantly. Required information is only a few bytes per object. Imagine how many objects you can squeeze, say, to 20 kb?
Yes it can... it would have to store the same data that is present for each system in the galaxy, but for every single turn. Or, it would just store the latest Version of what each empire has seen for each system, which would require up to 20 times as much space for all of that information. It takes more than a few bytes to store all of the information for a system, especially when those systems start getting lots of ships and units and such in them.

It depends what you consider a few bytes. In a big game a few bytes per player is 10-20 kb, I think. And it's quite a lot of information you can put to that.

Perhaps some numbers would help you. Each planet requires 7 bytes and each ship/unit 2 bytes (ship's name not included, it would require too much space). 1000 planets and 5000 ships are quite a lot, isn't it. And it's only 17 kb per player.
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Old December 2nd, 2003, 12:14 AM
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Default Re: Status of systems not presently seen

And just were did you get those numbers? A hat, I presume. You have no idea how MM implemented those objects (and neither do I) Ship names must certainly be included, as they can be seen. And all of the data you can see for ships, including damage they have if appropriate. It is a bit more than you would imagine...

17 KB per player... you also have to factor in the fact that every empire has to have data stored for whether all those ships/planets can be seen. And then you have to store 21 different Versions of what is in every single system (and then more if neutral races get created mid-game through intel or events). 1 for the actual data, and one for the Last thing every race saw for that system. It gets much larger than just that 17 KB. Sure, you can have optimizations and have an empty byte storing a bool for unexplored systems. But as soon as they become explored, you have to start adding data whenever stuff is seen.

[ December 01, 2003, 22:14: Message edited by: Imperator Fyron ]
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