I'm assuming that you would also want to push as many functions as you can to the control script at home which would manage everything while the only thing that needs to be run on the servers is the grow() hack() and weaken() functions. The concept of overthreading is interesting - if you use too much computing power on a server, it will run dry? I guess the best approach to that one is to have a threshold where the script moves onto a different server (preferably the one with the highest money cap) if the gains from adding another thread is not better than running a hacking script there. I guess the real challenge is trying to get these scripts to time themselves and account for timing offset without having to wait for the other scripts to finish. So ideally, the weaken script has just enough threads to keep the server at minimum security while the other scripts are running, and the grow script just about keeps the server at max money. The hard part of this is building a script that can manage that without desyncing (starting scripts above max security, over-hacking servers, etc). The idea is that you can stagger the deployment of each of these batches so that you might have many batches operating at the same time, but the start/finish of each of these batches don't collide. Additionally, you'll balance hack and grow so that the grow that lands after the hack will fill the server back to max money. From a practical standpoint the security never really leaves minimum. The idea is that you will start your weakens, grows, and hacks all at minimum security, and will have the hack and grow finish right before a weaken finishes (HWGW). Late game, you'll start to fire coordinated/balanced attacks in batches, thanks to formulas.exe. At this point, the best strategy is to spread attacks so you aren't overtaxing servers.Īs a side note, you might have a lot of low thread scripts running at this point, so if you haven't done so, now is a good time to move to. Mid game, you start to get more memory, which can cause the early game scripts to overthread, slowing effectiveness significantly (by having periods of much higher security or draining the money in the server to very little). Grow and hack are both based on current money, so they are more effective when the money in the server is higher.Įarly on, you accomplish this with the tutorial script by making sure the security is decently low and the money is decently high, with a relatively small amount of hacking threads. Hack and grow are most effective when completed at minimum security. There's lots of levels to this that are dependent upon the part of the game you're in, so I'll give some basics.Īll the functions are fastest when started at minimum security. I would appreciate it if someone suggested a work-around. (Also if you've read this far down as a side-project I've been trying to compile all literature files found on the servers into a text file on the home server, but the read() function doesn't let me get the contents of the literature file and thus I can't copy it to the text file. While we're on the topic of money, when is it best to invest in hack nodes? I should probably invest in those eventually as they are bound to give decent long-term profits, but I'm not sure how much to invest while keeping enough money in bank for other things and making the investment actually worth it. When is it better to target all scripts onto a single server, rather than having a selection of scripts hacking each server? Is most of the optimisation about timing the script so it only uses weaken() when the server's security level is at a point where the function weakens it the most, and grow() when the money available is at a point where it increases the money the most? But it seems there is more work to do in regards to optimising timings and threads while also making sure the script stays below the minimum amount of RAM available on servers. I get the general idea that you want to weaken() until the server is at the minimum security level and grow() until it is at max money, and then hack().
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