On Mar 9, 11:34 am, Abstrct <
j...@saucetel.com> wrote:
> Ya, it would certainly mean a re-write of most script logic if we were to
> limit each player to a minute per tic. I don't think it is an idea we want
> to tackle yet but I appreciate the discussion around the idea.
>
It can be a bit annoying later in the game when it slows down to 10+
minutes per tic, so I can see the appeal of wanting to limit script
time. Although 1 minute per tic is usually enough for me earlier in
the game, once I run into enemy space and have to start going through
ships_in_range it seems to quickly become insufficient. Since I'd like
to see battle as a more critical component (despite not yet having
written a good battle script) I think we ought to allow higher
runtimes.
> To change it so that everybody get's a free minute, I will just need to
> change round_control() and upgrade(). round_control() won't deduct money
> for the starting script and upgrade will just give the first upgrade for
> free by checking the fleet table for other scripts. Not a huge amount of
> effort to implement.
>
This seems like a good solution to me.
> I have considered limiting ship creation a couple times as well. I think it
> would help performance a lot but it would also change everyone's script
> logic quite a bit. Limiting ship creation is likely inevitable for the game
> but I want to put a bit more thought into it before moving forward with the
> change.
>
Is the number of ships what is actually bottlenecking runtime? Thus
far I haven't really found a good way to figure out what part of my
script is the slow bit, so I feel like I can't give a lot of good
input. In my current script incarnation, miners make up at least 90%
of my fleet, and since I pretty much just set their action and ignore
them I don't think they effect the runtime of my script. so it doesn't
seem like capping the number of ships you get would do much to change
the speed of my fleet script. However, I can see that the size of the
ship table would regardless effect querying ships_in_range, so if
that's the case, what sort of cap would we be looking at?
> If there's more about the ship's individual activities that are *fairly*
> autonomous, e.g., burning fuel to accelerate them towards targets, that
> allows the "strategic portion" to be limited, and sure, that seems pretty
> plausible.
Besides figuring out if there are ships_in_range that need to be
attacked, there's still a little bit of ship behavior that I handle
manually in my scripts with regard to movement. But I think this gets
into the realm of additional refinements to movement which have been
hinted at on github (
https://github.com/Abstrct/Schemaverse/issues/11
).