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    Jaycephus

    @Jaycephus

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    Posts made by Jaycephus

    • RE: Installing Screeps 3.2.0 on Win10

      @o4kapuk Good to know. I'll try it out on my other system.

      posted in Private servers
      Jaycephus
    • RE: Installing Screeps 3.2.0 on Win10

      FYI, I got the screeps v3.2.0 installed and running with Nodejs 8.14 (under nvm for windows, in case I want to do other things in latest nodejs), and isolated-vm@1.7.3.

      (*note, installed isolated-vm v1.7.3 separately prior to installing screeps. Per @o4kapuk, install 1.7.3, not latest, 1.7.5)

      posted in Private servers
      Jaycephus
    • RE: Installing Screeps 3.2.0 on Win10

      @o4kapuk

      Thank you for the reply.

      posted in Private servers
      Jaycephus
    • RE: Installing Screeps 3.2.0 on Win10

      Yes, I had used npm config set msvs_version 2017

      The log says that it is using the new installation of 2017.

      However, I used npm install --global --production windows-build-tools to install

      posted in Private servers
      Jaycephus
    • Installing Screeps 3.2.0 on Win10

      Install/build of screeps fails at the isolated-vm stage:

      Per the directions on the screeps github page:

      I have latest node.js LTS (v10.14.2) installed. I have Python 2.7 installed. (Node set to use Python 2.7, so no error msgs for any of that) I have MS Build 2017 installed, and it is being used:

      C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\MSBuild\15.0\Bin\MSBuild.exe

      I made sure I updated node-gyp just in case.

      I don't see any other prerequisites, and the log seems to indicate the issue is with compiling isolated-vm@1.7.5

      command line log on paste.bin

      (highlighted parts of the paste.bin are the inline error messages)

      I'd expect that there is something too old or too new on my system, but I don't know what it could be.

      posted in Private servers
      Jaycephus
    • RE: [Discussion] Uniformity of the world

      @davaned

      • Possibly, the relic should be hidden until the room is claimed, or the RCL reaches 5 or something. Then it is revealed.
      • Possibly there are temples and relics. Temples are like relics, but temples are immovable, and relics can be slowly moved. Both in the same room give both bonuses, but put the relic in the temple, and you get a third, new bonus.
      • Just as there are naturally-prime spots per @wtfrank, the poorest rooms have the highest chances of relics, so it helps balance the map. Those prime spots shouldn't have a chance of relic, but a poor room near the primes spots would have a chance of having one, perhaps. And if there is a row of 3 1-source rooms, nearer to the edge, away from the central axes, with low minerals, that middle room has a very high chance of having a relic.
      • The temples/relics would add viability to starting in a bad spot.
      • Players might want to position toward the bad spots, rather than right in the middle of the prime spots, or un-intuitively expand from a prime area toward a poor area looking for the relics, or be able to invade and take over a room with a relic more quickly once it is found.

      Essentially, add a bonus for having to take a poor spot and make it more viable. Late game, I suppose you would want to get your hands on temple rooms and put relics in them all.

      posted in General Discussion
      Jaycephus