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[Alliance] AYCE

 
  • RE: PowerCreeps - Sporadic Loss of PowerCreep.memory

    That explains it, I'm not checking if I'm the owner when I run foreach on all PCs in Game.powerCreeps.

    posted in Technical Issues and Bugs
  • RE: PowerCreeps - Sporadic Loss of PowerCreep.memory

    @artch

    I'll try to setup some tests to check that, tell me if there's anything else you would like me to try to capture about the tick or environment.

    I saw it maybe two-three times in total last night, without any obvious system.

    posted in Technical Issues and Bugs
  • RE: PowerCreeps - Sporadic Loss of PowerCreep.memory

    Can confirm this error, was just sitting and debugging a similar case.

    I'm extending prototypes, and this gives a similar error of memory is undefined at infrequent intervals:

    PowerCreep.prototype.getHomeroom = function (): string {
        return this.memory.homeroom;
    }
    posted in Technical Issues and Bugs
  • RE: My tower just keeps repairing a single piece of wall.

    As long as the closest wall is not at max HP, you will have a structure for closestDamagedStructure. The last if (except attack) will "overwrite" your earlier repairs.

    This will probably fix it (using else if):

        if (closestDamagedWall) {
            tower.repair(closestDamagedWall);
        }
        else if (closestDamagedRampart) {
            tower.repair(closestDamagedRampart);
        }
        else if (closestDamagedStructure) {
            tower.repair(closestDamagedStructure)
        }
    
    posted in Help
  • RE: [Discussion] Uniformity of the world

    I agree, and I've shared my idea of how it can be solved in the thread "A different shard" (https://screeps.com/forum/topic/2273/a-different-shard/)

    Basic idea: When making shard4, use the 4x4 or 6x6 sectors in the middle for this purpose. Make the area restricted with natural walls and disallow spawning in the rooms. Increase the number/values of sources, and make it accessible only by a new type of portal. (read thread for full context)

    posted in General Discussion
  • RE: Ramparts to public in uncontrolled rooms

    Agree as well. I'm not saying it's impossible. However, what is the difference between a player that has respawned, where the ramparts go public, and a player that has let their sub run out, gone zombie, etc. and lost all control of their rooms? The potential payoff (or lack thereof) in either situation is the same. Is slugging through old empire ramparts at shard0 tick times just to claim a room seen as a rewarding challenge? Are any players actually migrating to shard0 to do so? I haven't really investigated the other shards, I assumed that this really is not as much of a common situation elsewhere. Completely open to changing my mind, so I'd love to hear more thoughts.

    posted in Feature Requests
  • RE: Ramparts to public in uncontrolled rooms

    That room is a single example. There are more with little to no payoff, they only serve to hamper expansion. Even in the case of that room, not really... unless you were starving for the Z. A storage full of unreacted minerals would be a payday for a newer player, but they more than likely don't have the means to pull down a 300M rampart in a timely fashion to make that worthwhile.

    posted in Feature Requests
  • RE: Ramparts to public in uncontrolled rooms

    Agreed, but I'm not sure offhand that I've seen a recent case of a completely walled off room with HP high enough to cause as much trouble. Completely walled off rooms tend to be a new player single room tactic, not a larger empire tactic.

    posted in Feature Requests
  • Ramparts to public in uncontrolled rooms

    Currently ramparts switch to public for any player that respawns. I suggest that this should also occur if control is lost for a room. If not in the case of losing control of a single room, then at least when a player loses control of all rooms on a shard. Shard0 is littered with collapsed empires where the player has not respawned, so we're left waiting for the decay or wasting resources (quite a bit in some cases) to reach the controller.

    For example:

    https://screeps.com/a/#!/room/shard0/E25S58

    posted in Feature Requests
  • Shorter range and quicker landing nuke option. Regional conflicts seem to have stalemated nukes are under powered and the delay makes them less useful except in the longest of sieges.

    A shorter range option would be useful one with a quicker delay would be useful for base defense or offense.

    2 ideas:

    cruise missile - Can attack non claimed rooms. This could be used for strikes on enemy reserved rooms dealing enough damage to destroy containers, roads and standing creeps. Limited strike size 2-3 tile range.

    artillery - Similar to cruise missile but 2 tick delay only from fire to landing. This would make it ideal for defending against incoming creeps when coupled with observers at range of 2-3 rooms.

    posted in Feature Requests