To summarize, yes the stock private server sucks, it just spirals down to horrible performance relatively quickly. You may have more luck with a private server running the mongodb storage engine, although for me personally those always tend to flake out before being able to grown an interesting environment to test in. I pretty much gave up, I just dev on 'production'
@trepidimous said in Encouraging more combat at high GCL:
@tigga What if rampart decay rates (and therefore repair rates) were based on a formula that depended on the number of hits that they've been built up to? This way we have a smooth curve where players can select their safety-to-cost ratio rather than an on/off at 10 million.
Math.ceil(hits / 10e6) already does this.
You could make it smoother, the details don't really matter.
It's actually pretty easy. Each source has a unique ID, they get assigned when originally created (When Shard 3 was created, in this case.) and are assigned left to right, top to bottom. So the top source has a lower ID number than the one below it, as it was assigned first. These IDs are permanent.
If you use "let sources = room.find(FIND_SOURCES);" to find the sources, you'll get sources pointing to the top one, and sources pointing to the bottom one. the sources array returned by find will have a length of 2. The ID itself for the top one will be "sources.id"
But if you wander over to the sources and then search for the closest one, you'll just get whichever one is 'closer.' One of them has to be closer, even if they're both 1 away.
So... the problem is how you're searching for the sources.
Changes today are good. Bring level 4s up to a point where you can't just snipe them, brings level 5s down a bit so that if you get lucky they're only "hard" rather than "very hard" and the double fortifier means "fixed function" strategies such as corner nibbling may just fail due to lack of damage.
Nukes are still an issue IMO.
@deft-code Sorry, I've already updated the encryption to AES-256, so the sample data that ags131 used is gone. Also, don't terminal messages cost energy? We're a pretty poor alliance at the moment. Thanks though!
@devblazer screeps-server-mockup, despite its name, is essentially just a wrapper to the official screeps server. All you should really need is to update the dependencies to the most recent server version and it should be good to go, I personally haven't used it in a while though.
AFAIK there is no builtin way to run a server one tick at a time, but it should be able to do so with a custom mod. You might want to check out the #servers channel in slack, @ags131 is usually able to help with any kind of server related questions.
We had two crowdfunding campaigns on Indiegogo back then in 2014/2016. You can find some answers to these questions from the story and updates there:
I really like the concept of strongholds. It forces me to think about creeps in combat, which I didn't do until now, because towers where enough to defend invader in owned rooms and I just evacuated remotes with short notice.
I am completely with @artch: The strongholds are no more of a problem than another player appearing nearby. They allow newbies like me to train for attack without the risk of being steamrolled in revenge.
Although I liked @Totalschaden's idea of different shards when I saw it initially on slack. I now see it a little bit different. The official server with its three shards provides the reference platform, and thus should include all features in an up to date version, as it does. Running with different rule sets is what the private servers are for. So @Totalschaden if you insist on a world with a different rule set than the latest, feels free to open a server.
If it makes it any easier to digest the changes and consider working on a PR, I've documented updates in a series of issues in the typed-screeps repository.
@W4rl0ck looks like a good base for a PR to update the StoreDefinition
Yeah, that's an option, but I feel shouldn't be required. On further investigation my previous post was wrong and you can't work around the issue. Going back to where the "wagon" previously was is no worse than any other solution but IMO the game should allow you to sit in place and pull.