|
|
|
 |

August 4th, 2008, 12:04 AM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
|
|
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.
|

August 4th, 2008, 03:27 PM
|
First Lieutenant
|
|
Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
|
|
Re: Population Resets to Zero
Quote:
sector24 said:
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.
|
Where are you getting this 512 from, though? Modern machines use 8-bit bytes!
|

August 5th, 2008, 01:04 AM
|
Corporal
|
|
Join Date: Dec 2006
Location: My Own Reality
Posts: 64
Thanks: 18
Thanked 0 Times in 0 Posts
|
|
Re: Population Resets to Zero
I just want to clarify what I said again cause sector24 said that my population was rolling over at 500k.
My population rolled over at around 500k, which means that somewhere between 400 and 500k a rollover did occur. In all three cases I didn't notice it on the turn it happened, so I have no idea exactly what amount my population was at before it happened.
Also, I don't know if this has any bearing on this, but I'll provide this anyway. I run this game on a Macintosh computer running Mac OS X 10.4.11 and it is version 3.17 of Dominions. I don't know exactly what mods were running at the time, but there are a few I know for sure where running. They were the following:
Better Independents
Better Independents Resource
Deadly Seas
I hope this information helps.
|

August 5th, 2008, 04:13 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Population Resets to Zero
Good report, Mordici. That's exactly the kind of information that might help solve this.
|

August 8th, 2008, 05:00 AM
|
Major
|
|
Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
|
|
Re: Population Resets to Zero
And here I was thinking a signed byte was from -128 to 127.
I far as I'm concerned this is solved. If population growth is not controlled the pop variable overflows and all population is exterminated.
Also it is not unheard of for me to have 2000+ gems in MP. I never play game that long in SP.
|

August 8th, 2008, 05:45 AM
|
Private
|
|
Join Date: Aug 2008
Posts: 1
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Population Resets to Zero
You could just pretend it's an event where the population has reached critical mass and they all die ?
|

August 8th, 2008, 06:20 AM
|
 |
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Re: Population Resets to Zero
Exactly! The peasants were too fruitful and multiplyish, and they have ravaged the soil and water tables. Now there is no food at all and they all die.
To prevent this problem, I suggest massive blood hunting and patrolling to keep the population in check. And if that doesn't do the job, well maybe there's a use for the Implementor Axe after all!
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|