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Why are balances, profits exceeding £2b are losses in FM14???


dz3

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Its something to do with binary numbers, GTAV actually had the same issue with people making insane amounts of the ingame stockmarket and getting to just over 2 billion, the cash would go into the negative. Although im sure SI fixed this by putting excess money into some sort of fictional savings account a few years ago.

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  • SI Staff

The game does indeed have the club board turn excess cash into investments to keep the cash balance in check but if you have edited income/cash balance in some way, this process might naturally be hindered. In normal circumstances, once your cash balance gets high enough you should get a news item about the board putting money aside for reserve investments. This money can be withdrawn later on if your balance runs low and the board wants to put those investments back into play.

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From memory, 2BN is deemed to be the max limit that would be believable, so that is hard coded into the game- anything above that reverts to a minus figure.

I assume that as FM is a 32-bit game so the biggest number it can cope with is 2^32 which is 4,294,967,296. As finances have to positive and negative, they can go from -2,147,483,648 to 2,147,483,648. Once you pass that, you get integer overflow and it loops back round to the negatives again. As soon as FM goes to 64-bit the problem will go as 2^64 is the ludicrously large 18 quintillion (18 with 19 zeroes after it).

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Because it's the maximum positive value of a signed int32. It's an entirely technical reason. The way FM avoids overflow (as described by Riz above) is actually pretty clever considering you're wildly unlikely to make this amount of GBP (FM's base currency) in a single season.

http://en.wikipedia.org/wiki/2147483647#2147483647_in_computing

EDIT: Ninja'd by Britrock. :p

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Generally every field uses up memory, so even for clubs who only have a balance of £15,000 for example are still using up memory for more than just 5 characters. If you increase the field to support 64 bit numbers then the scope goes from −9,223,372,036,854,775,808 to 9,223,372,036,854,775,807. As far as I'm aware this could be implemented into the game but if a club has a balance of 0,000,000,000,000,015,000 (The first 0's representing blanks) then it still uses memory. If every club in the game was then given that the increase in memory usage for the game would be enormous in comparison to the current limits which are highlighted by the others, for the sake of the few players who manage to get above it - it really isn't worth it as it would affect every persons game.

The goals for/against field are limited to 255 - exceed these and it resets to 0.

International caps are also limited to 255 so afters resets to 0.

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I assume that as FM is a 32-bit game so the biggest number it can cope with is 2^32 which is 4,294,967,296. As finances have to positive and negative, they can go from -2,147,483,648 to 2,147,483,648. Once you pass that, you get integer overflow and it loops back round to the negatives again. As soon as FM goes to 64-bit the problem will go as 2^64 is the ludicrously large 18 quintillion (18 with 19 zeroes after it).

This is the answer you were looking for, we have been calling for 64 bit for a while but no luck yet.

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Generally every field uses up memory, so even for clubs who only have a balance of £15,000 for example are still using up memory for more than just 5 characters. If you increase the field to support 64 bit numbers then the scope goes from −9,223,372,036,854,775,808 to 9,223,372,036,854,775,807. As far as I'm aware this could be implemented into the game but if a club has a balance of 0,000,000,000,000,015,000 (The first 0's representing blanks) then it still uses memory. If every club in the game was then given that the increase in memory usage for the game would be enormous in comparison to the current limits which are highlighted by the others, for the sake of the few players who manage to get above it - it really isn't worth it as it would affect every persons game.

The goals for/against field are limited to 255 - exceed these and it resets to 0.

International caps are also limited to 255 so afters resets to 0.

Would it be at all feasible to dynamically increase the field size when a club goes above £1B? Even if not, surely you don't need the whole field 64 bit is capable of, 3 more digits to take us into trillions should be more than ridiculous enough!

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