Turn 2,733

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As part of Elemental: War of Magic’s v1.1 stability testing, we play through thousands of turns in order to see what sorts of stability things we might run into.

The most common things we’ve been addressing include:

(1) Good old fashioned access violations. These have largely been the result of functions that aren’t “thread safe”. Elemental v1.1 is very multithreaded. If you have a multicore machine, you’ll be able to really see this, especially late game.  v1.0 of the game was more like traditional PC games where the the AI, economic engine, garbage collection and graphics all run in the same thread. In order to make the kinds of AI improvements we wanted to make, we needed the AI to run in the background so it could have more time to make more sophisticated strategies.  However, that means the AI and the main game are often “touching” the same bits of data.  So this has been a major focus of work.

(2) Critical Section conflicts. This is where one thread is trying to touch a piece of code that is being reserved by thread B but thread B is prevented from going further because thread A has reserved some part it needs. The result is a “deadlock”.

(3) Memory.  Does memory leak? This was a real issue during the beta and in v1.0 because many of the APIs we were using were relatively new and some of the video drivers were not releasing the textures. Thus, we would have to work around these things. That’s why some people never ran into memory issues and others did.  In v1.1 this has largely been resolved except for the case when the game itself is simply using a LOT of memory (not from leaking but simply because it’s a big map with lots of stuff going on and the map is largely uncovered.  This will be something we’ll optimize further in v1.2 (future update) with level of detail tweaks.

In the game I’m playing, after a couple thousand turns here’s where I’m at:

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So what’s been happening?

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Elemental, 842 years after the Cataclysm.

They’ve managed to eliminate each other with only 3 powers left. There’s quite a road network going on.

Makes you wonder what the AI, left to its own devices, will end up with.

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The city of Anisirk has a population of 2,680 people.

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This one army has a combat rating that is over 6,000. Armed with Lord Hammers they’re incredibly powerful.

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On defense, however, you can see that the AI can still get a lot better in designing units.

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Gilden has become quite impressive.

Elemental in the year 842 AC

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Altar has dragons.

These are all cities built by the AI.

57,033 views 21 replies
Reply #1 Top

AHA first! Very Nice, honestly I never have gotten to turn 1000. Games usually end much sooner then that becasue of magic or quest victories. The AI there looks really impressive. Blues coast city is my favorite part, I have never seen such a cool looking city.

Reply #2 Top

Downloading now via Impulse.

It took me awhile to get around to it.

omg...I could taste it already.

:drool:

 

Reply #3 Top

Very fascinating

Reply #4 Top

So far in the game Im playing its very very stable.  Also very fun.  The AI has come such a long way and still gets better.  It still has this bad bug though, that if its just a single point above you, its time for war.  I hope this gets looked at a bit better, because as far as I can tell its not reflective of what someone really has.  Ive been attacked by AI that is more than 200 ahead of me,and I still mop them up.  Now, maybe its because when they go to war with me, they have no troops near my cities, so I come down with mine.  Yes, yes, I PROTECT MY BORDERS, but the AI really doesnt seem to.  Stil, I know its a work in progress and what Ive seen above is simply awesome.

 

I would like to know if cities have plans to become bigger than lvl 5's.  I mean 800 some years later, shouldnt tech be ever moving more advanced?  Now Im not saying this should turn into Civ, but I do wonder what happens when you cap out.  It is amazing to see what the AI does above, and its exciting to see these awesome changes going on.

 

Thanks so much for the hard work, and know im rooting for ya and testing the game out for bugs, and let me say you sure have squashed most of the ones I have.

 

Oh also, are there plans for an upgrade button for troops?  I dont mind getting rid of them, but if these are troops who have gained some lvls, it seems like such a waste to get rid of experienced troops who are basically out gunned, so to speak.  Would be a great feature.

 

Also, could we please get some type of feature where we can place our troops in our armies they way we want them.  I cant figure out why, my casters and such are put in the front position with the melee behind them!!  This isnt good.  I can understand if you get attacked or surprised, but if I initiate the attack shouldnt I be ble to decide my formation?  Also, like MoM, some type of auto turn in the tactical battles would be neat, just because I dont trust fully auto determining the battles.  Crazy stuff happens, like my smallest hp mage getting all they damage and dying, and no one else got hit!!  But if Im in the tactical battle, and want to advance a few turns, I can jump back in if craziness breaks out!  Just an idea or two...ok maybe 3 there lol!

 

 

 

 

 

Reply #5 Top

Looks fantastic. I assume tests like this are used to also balance the AI against its self., neat!

Reply #6 Top

Are they in the red (money wise) and do they have food to feed the people of the city. I've been running into broke cities with not enough food.

Reply #7 Top

Just ran into a crash about 2,500 turns earlier.  ^_^  Posted it up.  Crashes are getting rarer and rarer, I think they're in the acceptable range, but I'm a little more tolerant then most on this.  I'll consider this ready when I can play 1,000 turns in a day and not crash once.  It's gone from around 8-9 crashes per to around 1-2.

Reply #8 Top

Cobblestones road texture? Is it something new? In 1.09p I did manage to get to T1008 but haven't seen this kind of roads.

Reply #9 Top

quick question, have you guys tyred random saves and loads with this, and getting out of EWoM and re-entering?

Reply #10 Top

Really cool. ... yes sorry that's just all :p

Reply #11 Top

Patching now.  Quick turnaround time on this one, I've hardly played 1.09t!

Also, will the city name mismatch issue be addressed in the current stability focus?  Also, character portrait mismatches were occuring even in 1.09t.  Just asking, not fussing or fuming.

 

Keep up the great work, y'all really are great!

Reply #12 Top

I assume victory conditions can be customized, and AI will eventually (I hope to God) be smart enough to 1) not bother with techs that don't help attain victory, and 2) be concerned with attaining victory in as few turns as possible (and maybe those 2 goals are somehow exclusive and would weigh according to the aggressiveness of a faction).  Turtles are so boring.

 

Reply #13 Top

Yeah I am having trouble in my recent game. I am on turn like 260 and when I save and try to load the save, it crashes. It wont load my save game. Even if I go back to like turn 230 and then play until around turn 260 and save and then try to load the save, it crashes.

Reply #14 Top

Did a patch come out and install, so your save game wont load?

Reply #15 Top

That has nothing to do with it because I am able to load my save game from turn 230 which is a previous patch and play just fine, it only happens when I get in another 20 or 30 turns more then if I save and try to load the game, it wont load. I could load my save at around 230 turn and play for hours and then save, and then try to load and it will crash. I will try a new game now and see if I have this problem again. Maybe it is because I am using a auto generated very large map and using expanded factions so I have like 18 factions? I don't know.

Reply #16 Top

Glad to see this type of testing being done!

Reply #17 Top

Oh lord this looks good, you guys are doing a fantastic job. Only 2 more exams then I can indulge in the mystical whims of Elemental :D

Reply #18 Top

Hows the tutorial in this game?

Reply #19 Top

STability really has been getting better. I was a naysayer before, but it looks like this game can be stable afterall. Now for the sake of all that is holy, when adding new features really test them out so they don't bug out on us.

 

If we can get a stable game we can start modding. I am really looking forward to that.

Reply #20 Top

Quoting Pvthudson, reply 18
Hows the tutorial in this game?
The tutorial is the campaign. It's entirely serviceable. Although it might be buggy in the current version, for all I know. I've not checked.

Reply #21 Top

frogboy, what are the system configs for the turn 2733 play, and WHAT actions typically did you take?

I want to know as I have a system that should be more than enough to play the game (i7 930 12gb ram ati5850), but am lucky to get to run 250, and the last few beta versions have been under turn 200 and OOMing at 1.5gb ram used

harpo