In the Screeps game notifications for the seasonal server, the links to the room has the format:
https://screeps.com/a/#!/room/shardSeason/ROOMNAME
The correct format should be:
In the Screeps game notifications for the seasonal server, the links to the room has the format:
https://screeps.com/a/#!/room/shardSeason/ROOMNAME
The correct format should be:
I really like the idea of disabling terminals in seasonal, but I agree that it's a good idea to introduce such features over time. Disabling market might be enough for the first season.
I'm really excited about this!
I also think it's much easier to get new players involved in screeps as you can show of a match over maybe 10 minutes, and explain the concepts, choices and factors causing a victory.
Trying to explain my presistent screeps-bot to a colleague right now requires a weeks course!
I really hope this will open up the screeps world to a bunch of new people, and I can't wait to begin coding my arena-framework!
The answer was simple substring matching, which means "RoleName" (without the star) works when all of that role has that string in the name. Similarly "Hauler" will apply the decoration to all creeps with Hauler in the name.
Thanks to Yoner and donatzor for answers on slack!
How does the name filter for creep decorations work? I was expecting either regular expressions or "RoleName*" to work, but I haven't been able to figure it out.
I think the idea, in general, is great of having an alternative to creep only or terminal only resource transport. There are a few things that seem a bit awkward though like warp containers not connecting to neighboring rooms.
As an alternative proposal I would suggest:
New Functions:
Decay Cycle That Decays on Timer 1000 Ticks Does Damage to Structure Can be Healed with a function. WarpContainer.repairFromInternalStore() at a rate of 50 units per energy. Or a creep can use a regular style repair for 100 repair points. I think the cost should be 5 energy units per tick equivalent. There should also be damage done during the transfer function.
Needs Creep to call a function to transfer resources. Range 1. This means that if you let an enemy player near it they can transfer out the resources forcing you to defend the warp container from enemies. This solves the issues around ownership.
If a player executes a transfer it becomes "reserved" by that player. If another player transfers it becomes neutral. This makes it similar to reserving controllers currently.
There currently is a very limited use case for the UO boost chain. But what if it was tweaked slightly. The repair and build boost currently has an effect where it increases the effectiveness without requiring more resources.
What if the UO boost provided +50% +100% and +150% effectiveness (A work part would extract 3,4,5 energy respectively) when harvesting energy. It would do this without additional depletion to the energy source.
This would introduce an interesting use case for UO and create a market for it. There would also be an incentive for early-stage players to develop boosting code for the additional energy gathering.
More often than not, I'm forced to sacrifice a creep to the intershard portal gods. Which portal claims a creep appears to be random. As far as I know, I don't have any naming conflicts between the shards. This seems to be different than the older intershard portal delay, where occasionally a squad of creeps would eventually arrive creep-lifetimes in the future. I've not seen the sacrificed creeps be returned. Do the portal gods simply demand sacrifice now, or is there some technical explanation?
There have been a few more power creep types announced for some time. Any word or update from the devs about them? The Commander and Executor roles could be a great use of future power levels so I want to start planning for those.