@o4kapuk said in Season #2 is open!:
World sectors are isolated from each other by huge constructed walls on the season start, so you have to dig your way to distant players.
That will cause a ton of pathfinding issues, right?
@o4kapuk said in Season #2 is open!:
World sectors are isolated from each other by huge constructed walls on the season start, so you have to dig your way to distant players.
That will cause a ton of pathfinding issues, right?
So… you need to:
options: { email: email, token: 'AUTH_TOKEN', server: 'season'
Did someone figure out how to push code using grunt?
It seems like the steam client is not creating a separate code folder for the seasonal server like it does for private servers.
I like it!
Might be important to make sure there is a visible difference between defeating an 'old code' player and defeating a player with his latest code. Maybe it's a good idea not to display player names at all when their old code is used.
Oh, will there be MacOS support? I saw it's tagged as Windows only atm
Just wanted to let you guys know that map visuals are absolutely amazing. My map visuals can provide an instant overview about what is happening in my empire. It is absolutely game changing.
Thank you for implementing it!
I really like the idea! Seasonal is really the best way to play screeps in my opinion. Starting with one room and try to grow as fast as possible is very enjoyable for me.
I do have the lifetime sub and don’t mind the additional payment to be honest. I would prefer active development and the changes in every season by a wide margin compared to a cheap but stale game.
I am very exited about this. Hope the majority of players feel the same.
Clearly it would not be fully automated for a long time. But I’d rather have some horrendous base building logic than have to check in and make decisions about the best place to put my roads and extensions, for example.
You can do basic build automation in a light version. For example: set a flag you use for the center of a standard blueprint of main buildings. And just place extensions every second tile in a chess pattern around it.
- Or looking back what do you wish you had planned ahead for?
It took me a long time until I mined minerals. But mining minerals and selling them is quite easy to get working. You can just save the credits you earn and be happy later on.
- The amount of things to consider is substantial and I’m not even totally clear about what’s most important at each RCL ?
In the beginning you can focus on energy handling. Increase the amount of energy harvested. Try to put all excess energy into the controller. And then try to optimize that process in term of energy lost for creeps and stuff.
- Are there particular design patterns or concepts that you’ve found work well for you?
State machines. If you use remembered states for your creeps, you will avoid running in a ton of silly bugs. Try to use states for all roles, even the simpler ones. Even basic stuff like 'getting energy from the storage' works best if the task is remembered.
The walk distance from terminal to labs could be shorter. But some players dont mind that. It would be an issue for me though.
The towers are not in the middle of your design. That results in a harder to defend part of your bunker. That could be an issue. But again, some players dont have issues with tower distance, mainly because of strong active defense.
@o4kapuk Yes, that idea sounds better. The wait time is way too long. And this way we will not see so many players just hunting level 0 cores.
I absolutly love the idea! This looks like a smart feature to engage most players and lure zombies back to the game.
I can't wait to try to find the most efficient tactic to tear down their defenses!