Rampart juggling is also effective. Just keep the invader marching back and forth between two of your ramparts. Sure that doesn't kill the invader but it dramatically reduces the amount of damage it will do to your wall.
The real point here is there are multiple effective techniques to deal with them. In a tight combat scenario against an aggressive human neighbor strong invaders could be a real problem but that is true regardless of RCL. It might be a good idea to disable invaders in a battle arena but I think they're fine on the MMO server.
I'm sorry we can't afford spending time reviewing unfinished work, community contributions are supposed to save resources, not consume them. The direction seems to be fine (the only thing which concerns me is modifying processor.js), but the devil is in the details, and I can't dive into the details right now, too many things require attention.
This seems like an idea that would be fun to program for the devs, but not very usable in practice. If this is added to your todo list, I hope it will be with the lowest priority possible, there are so many other things that would be better to spend your time on. Just my opinion.
Why not set up a Discord/Slack bridge? I'm part of a project that started on IRC and then later added an "unofficial official" Discord server. To prevent fragmentation, we then added a chat bot to link them. Screeps could do something similar. This would give us the benefits of both Discord and Slack, whichever you prefer to use.
I did something like that for a eve alliance some time ago, and it failed because of rate limits. I don't remember which side was the problem, screeps or discord, or if they changed the limits.
@w4rl0ck the private server is not a test suite. While it's certainly possible to run tests on the server, it isn't possible to do things like reset the game state for each test or provide stubs for certain services.
Yes I only wanted to quote the second part which is about test servers.
While I agree that a test suite would be great I don’t think that this is a job for the devs to create and I don’t think that writing tests is something a screeps starter would use/miss ( which this thread is about )
I think setting up a local test server is more important for a beginner, or should be, to not do the first steps seeing the scripts moving in 4-6 second steps. Maybe a button to delay the start of the subscription. Let the user start with 10 cpu until he is ready to use more.
Introduce something that let server-mods add panels or buttons to the client to create debug/helper mods that allow ui elements.
Using the web simulator is ok, but it stops beeing useful soon.
A local server with a server mod that allows changing the tick speed, but with the same ui like the web simulator would be the god tool for a beginner. A button to finish buildings, to change the controller level, save/restore a room .... the possibilities would be endless.
I know some servers have mods that allow for example changing storage contents by script, spawning customized invader groups on command in sk rooms and it playing multiple users on the same server using the steam client to check combat code.
There is also a mod to run the server tick by tick or to connect a debugger but that won’t work for a shared server.
Manipulating whole room states or spawning hostile creeps with certain scripts would possibly be not hard to do if some of the experienced guys are interested in doing
I wasn't able to renew it when I tried during the sale, mostly because I hit the window where credit cards weren't processing.
But also, I wanted to buy 6 months, and it looks like that's impossible because right now I'm on the 3-month plan. I didn't want to cancel the auto-renew and then forget to re-enable it. It'd be nice to be able to switch without having to go to a separate screen.