http://naesten.dyndns.org:8080/crawl-ref/source/html/fixedarray_8h_source.html
This page may shed some light on the operating protocols of the FixedArray.h file.
Apparently we have integers that return 0>= because they aren't properly referenced in the Engine or CodeSource. We are confusing the Sins.exe with modifications it cannot understand due to its limitations.
I did discover that giving capital ships more than 8 banks crashes the game (FRONT: 8; BACK: 8; LEFT: 8; RIGHT: 8)
I also discovered that I can push Titan weapon banks up to 16 with no problems. You just have to go into the Weapon listing and make sure that they do greater than 0.00000 damage on each side that got more target banks.
I've discovered that a lot of my Runtime errors have to do with Research that is not referenced to include specific effects. This causes crashing, Fixedarray.h(117) errors and Runtime errrors. Even adding files, if the wrong thing is in the wrong research department (e.g. Civilian Ship Armor under RESEARCHSUBJECT_TRUCE_AMONGST_ROGUES.entity to indicate that the Pirates are sharing attack data for Trade and Refinery vessels as part of the Truce, though it makes sense, causes Runtime errors and 0>=i errors). I was able to tinker with some things and in the CRAZY mod, which gives Pirate bases +250% and stacking +8000% Trade income bonuses with base 3 Civilian Structure slots (12 actually), and I tossed a Trade Income Bonus of 10.000 (1000%) in with Armor and Hull point increase on top of that and it worked for the Tech Rebels. FYI I am doing an endgame rebalance that puts many of the weapons of ALL factions over 1k damage and the armors of all the factions over 60 (Tec Loyalist in friendly territory gets over 100 on its Titan... they don't do so well attacking but in defending they are a true turtle faction). I'm trying to do faction-specific buffage before I teach myself how to put new technologies in for individual factions and have them *not* crash the game or become unusable.
Testing: RESEARCHSUBJECT_RESEARCHRATEINCREASE.entity
Changes:
Added to all factions (updated Research contents in all Player*.entity files), moved RESEARCHSUBJECT_POPULATIONCAPTERRANTECH0.entity to (1 , 1), still tier 0.
Contents changed:
BaseUpgradeTime 1.000000
PerLevelUpgradeTime 0.010000000000
BaseCost
credits 1.000000
metal 0.000000
crystal 1.000000
PerLevelCostIncrease
credits 1.000000
metal 1.000000
crystal 1.000000
Tier 0
onlyWorksIfTierLabsExist FALSE
MaxNumResearchLevels 20
priority 1.000000
researchBoolModifiers 0
researchFloatModifiers 2
researchModifier
modifierType "ResearchBuildRateAdjustment"
baseValue 1.000000
perLevelValue 1.500000
researchModifier
modifierType "ResearchCostAdjustment"
baseValue 0.000000
perLevelValue -0.100000
^^^^ The AI doesn't use that in early game (they sure do later on) and it works VERY well for testing new stuff and balancing endgame DPS ratings. I just wish I had an income modification that didn't make the AI stupidly overpowered.
The main reason this helps is that you get so far ahead of the AIs that when they Rush you they hit the rocky crags of a madly overpowered Capital Ship (first one free). With a total of 32 target banks and you doing free instant research to power it up (provided your tree has a minimum of 8 stacks per button for each upgrade that isn't Access), you get the time you need to build that new vessel or save up for whatever.