I always use a quick Math.max(new_value, current_value)
before setting cost matrix value.
It saved me a lot of hassle several times.
Hiryus
@Hiryus
Posts made by Hiryus
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RE: Don't let me build roads on top of walls
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RE: More notifyWhenAttacked-control
@kasami said in More notifyWhenAttacked-control:
- Add a new
notificationStatus
property to creeps and structures, allowing me to check the current status
I'm used to set memory for this:
Creep.prototype.disableNotifs = function () { if (this.memory.notifs === false) return OK; const result = this.notifyWhenAttacked(false); if (result === OK) this.memory.notifs = false; return result; };
However, I'm 100% for a global or spawn toggle.
- Add a new
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RE: Should external tools be allowed?
I guess that the big question is: how can you enforce it ?
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RE: Draft: room event log
Do you need room vision to access the logs ?
- On the plus side, it would be handy for solo structures being killed in remote room.
- But on the other side, reading events can give a lot of information without any risk (harvests, attacks, repairs, upgrades...). Which a good algorithm, you could probably know everything in the room (structures, positions, controller level, etc.).
- ... which is something you can see manually with the client anyway.
Any thoughts or decision ?
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RE: Script for adding extensions to Spawn
Structures placement is a hot and hard topic. A lot of players just do it manually, other have complex algorithms spreading over several ticks to find the best "room layout".
My tip for a generic placement:
- List the potentials positions (ie: all plain or swamp tiles of the room).
- Remove tiles which don't fit some arbitrary rules (ie: in your case, filter all tiles where
(x + y) % 2 === 0
which will create a checker pattern) - Score the remaining tile based, for example, on distance and keep the best one (ie: use
(pos) => spawn.pos.getRangeTo(pos)
function to score and keep the minimum).
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RE: Change subscription model to be tick-based instead of time-based
That would be very complex to manage: how, as a player can I know how long my subscription will last ? What if server are updated in-between and tick rate goes from 3s to 2s ?
Also, computing multi-shards would be even more complex to understand (esp. if you use allowed cpu or number of rooms per shard in computations).
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RE: What did you find annoying/hard when you started out with this game?
Notices the topic and decides to add his two cents.
I won't detail what was said earlier, but the two main concerns I had when beginning (and somehow still struggle with by the way) are:
- The lack of debugging tool. Especially, default errors are not user-friendly and it is impossible to debug situations were your script cpu "explodes" as you can't log or save anything.
- Moving between rooms, especially when creeps cannot move one tile per tick and get back to the last room where they can move again but...
About second problem, would it be possible to move creeps one tile away when entering a room (so that they appear on tile 1 instead of tile 0 for example) ? This shouldn't break too much current code bases.
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RE: Creep death: more than just a delete
As they provide vision, should we also add
Game.tombestones
like for structures and creeps ? -
RE: Creep death: more than just a delete
That's what I understand too. But I raise the question for game balance as resources will now decay slower. In my opinion, the proposed change is fine.
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RE: Creep death: more than just a delete
Should resources in tombstones decay like when on the ground ?