There will always be a better way, at the expense of complexity. Suffice it to say that the first few hours of a run are always plagued with inconsistency that eventually self-regulates as your leveling slows. I never did come up with a way to perfect this. I feel confident saying there is a much better way to accomplish avoidance of tail collision than what I did, and I'd be remiss not to point out that the timing is probably easier to achieve with game improvements since the time I wrote my strat.Īnother thing worth mentioning is that at the start of a fresh run, your exec times are insanely volatile, due to the player character leveling up, reducing run-times. As a word of caution, tighter timing does a poorer job of absorbing non-deterministic changes to run-times, such as general game lag or your player character leveling up. This, for all I know, has changed, and would enable for tighter timing. That means to promise scripts would resolve in the order I wanted to, I had to pad them by an amount strictly greater than 6 seconds, and I settled for 12. The tightness of timing depended heavily on the game's handling of the script queue, and it's been quite a while since I played.When I came up with the strategy, scripts were "queued" by the game, and the evaluations for those scripts weren't instantaneous, but instead fired roughly every 6 seconds. Again, even the weakens should fire at min security, but obviously they're not going to resolve at min. The result is that commands should always fire (and hacks and grows should always resolve) with the server at minimum security. The first weaken resolves after the growth, the second weaken resolves after the hack. You fire an early weaken before a hack this weaken is tuned to countermand. You fire an early weaken before a grow the weaken was tuned to countermand. Not necessarily in this order, but trying to illustrate that it's all about timing. Fire a growth script that sleeps for that amount of time before firing. Wait for the difference in execution times between your growth and your weaken, such that your growth finishes *just* before the weaken you just fired. Fire a weaken thread that counters this exact amount of security. Figure out how much security delta that hack would produce. I like 92-96% (leaving 8-4% of the money in a server, of max). I recommend not taking the server to 0, ever, it simplifies performance and calculation non-trivially. Fire a weaken thread that counters this exact amount of security.Ĭalculate a specific percentage of money you want to hack the server down to. Multiply that by the security delta that growth would produce. well, let's call it "0", even though it's never 0.Ĭalculate the number of threads needed to grow server to max. Weaken to minimum, before doing anything. The gist is, you're trying to get your "Weaken" to fire when the server is already at its weakest, such that it has the shortest possible run-time AND will finish at around the exact time it needs to countermand an increase in security from a parallel command (hack or grow) That means you want your hack and grow commands to start and finish with security at minimum, and you want your weakens to start with security at minimum as well. I mean the execution time is determined when the command in your script actually begins/initiates. Note here, I don't mean the execution time of your hack/weak/grow is determined when the script runs. The real clever bit is that execution times are determined when the respective commands are initiated, and their security impact and efficacy is exacted when they resolve. Preface: I don't know how good my strategy is anymore, so take any of this with a grain of salt. As u/VoidNoire mentioned, the "trick" that I picked up in the months I played was that generally growth from extremely low cash and optimally weakening are your two main drains.
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