Stellaris

Stellaris

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Entsel Sep 14, 2019 @ 12:43pm
[Bug report] Research and unity loop back to negative numbers
Hi, after reaching INT_MAX / 1000 research points for a technology, my research loops back to negative INT_MAX meaning i can never complete the research, this happens at around level XXX research with 1000% research cost due to empire sprawl.
Might i suggest uints or even unsigned long long ints if possible? also an
if(INT_MAX - iCurrResearch < iResearchPerMonth)
{
iCurrResearch = INT_MAX;
}
else
{
iCurrResearch +=iResearchPerMonth;
}

Similar issue with monthly unity, but it loops back to zero.
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Showing 1-8 of 8 comments
jfall Oct 22, 2019 @ 3:19pm 
Me too
Especially as you get to higher-order of techs such as Admin, Energy production, Edict Duration, Armor e.g. level 23 or higher

Either show as"No Progress!" or loops to restart

Makes endgame stall to an impossible state
jfall Feb 11, 2020 @ 10:10am 
Sill a problem in 2.5
Zeroteg Feb 12, 2020 @ 10:39am 
I also have just run into these issues. no research will complete anymore and unity loops back to zero. This has been the first time ive gone for taking EVERY system on a 1000 map. With some googling it seems to be a engine limitation sadly "Integer Overflow". so i doubt much can or possibly will be done about it. What gets me is its a ironman unmodded game so its completely possible to "break" the game by just playing it to long or well.
Last edited by Zeroteg; Feb 12, 2020 @ 10:41am
Halcyon Feb 12, 2020 @ 1:46pm 
Originally posted by Zeroteg:
What gets me is its a ironman unmodded game so its completely possible to "break" the game by just playing it to long or well.


There was once a game of civilization 2 that ran for thousands of years past the usual end date. The whole world devolved into a marshy irradiated wasteland.

I think there's simultaneous humor and sadness in the fact that playing a video game too long showed us a fundamental fact about the inevitable decay of life, society, and the energy state of the universe.

It sucks that there's an inherent integer limit built into the Stellaris engine (clausewitz is old enough to rent a car in the USA now I think) but hey, at least we learned that scientific progress will inevitably lead to the irrevocable depletion of the fabric of reality in a few thousand years!
Red-Eyed_Gelynome Feb 12, 2020 @ 3:36pm 
what's your tech/tradition cost? Edit your save game and change to to a higher number. it reduces the chances of that bug. the downside, any empire with low reseach speed will take forever to get a single tech. Also, Dont use mod that gives too much research speeds. just rely on about 1-4k for each 3 division of science.
Last edited by Red-Eyed_Gelynome; Feb 12, 2020 @ 3:38pm
*sits in 30k of each research with no save edits or issues*
Zeroteg Feb 12, 2020 @ 6:43pm 
Originally posted by SANDLORD Nillkoth:
*sits in 30k of each research with no save edits or issues*

The issue is not with high research values or even with high lvl repeat tech its the sprawl. With extremely high empire sprawl among other things research costs rise dramatically with mine sitting at an added 847.20% so with the Integer Overflow issue anything that tries to go above i think 2,500,000 causes issues. you can complete techs as long as the resulting new lvl of the tech will not cost over 2.5 mil or somewhere in the area. This is also the bit for unity once it hits 2.5 it resets to zero.but with sprawl the ambition edicts atleast have a cap of 1 mil but even with 35k unity each cycle if it resets right before you need to get an edict again its a pain to wait for it to add up again.

What was learned here was dont take over 990 (give or take) systems in a single game unless you have done the administration capacity tech a few hundred times. and maybe just have the unity cap at 2 mil.
Last edited by Zeroteg; Feb 12, 2020 @ 6:55pm
Rotrules Jan 14, 2021 @ 12:45am 
My best bet on how to stave off integer overflow when it comes to the economy is by creating a new set of resources that are only available once the player's economy accumulates too many resources. There could be x1,000 size resources such as "Kilo-minerals", "Kilo-alloys", "Kilo-research points", and "Kilo-unity". And once those resources start approaching integer overflow, there could be x1,000,000 size "mega" resources provided if the player really wants to push their game beyond its limits.
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Date Posted: Sep 14, 2019 @ 12:43pm
Posts: 8