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  • RE: Commenting out larger files will crash the app

    I can confirm same behavior.

    posted in Technical Issues and Bugs
  • Non-ganky Combat options

    For me the best and worst part of many MMOs is combat. Combat is great when both sides are wanting to fight and are evenly matched. Its at its worse where one side is being "ganked" i.e a stronger player is attacking a weaker player who has limited chance of surviving.

    1. Battle Arena. The idea being that two sides spawn in on a small (1 or 2 room map) and then compete to capture each others flags. Each player has some defensive structures and a budget of energy and boosts to build their army. Then the battle proceeds automatically. Then both sides would be able to review the replay and modify their code accordingly. With rankings and league tables it would be possible to ensure fairly even matches.

    2. A completely different idea was to give people something of significant value actually fight for on the public server. That is have special sectors that have significant rewards. The idea would be that these areas would be worth enough for alliances and player groups to fight over and to make the rooms near / in these sectors of higher value. To further the competition the rooms in the area could have reduced defenses. This feature would clearly appeal more to the more advanced players and those involved in large alliances.

    I think these ideas need fleshing out, but if but could be things that really enhance the game.

    Let me know what you think.

    posted in Feature Requests
  • RE: Discussion: Contract system

    Personally I am not a fan of this feature, but as its so open ended its hard to see how it will be used in practice. I think there are improvements that could be made to combat. But as that seriously off topic I will put it in a new post.

    posted in General Discussion
  • RE: Introduce boosts one teir at a time rather than all at rcl6.

    Ah that makes more sense, thanks for the clarification.

    posted in Feature Requests
  • RE: Introduce boosts one teir at a time rather than all at rcl6.

    @stevetrov Sorry might not have been clear, but I meant adding a boosting cd to lower level rooms. So that you can only boost every 50 ticks or so at level 6. That severely limits the power output of a level 6 room due to both smaller creeps + less frequent boosting.

    posted in Feature Requests
  • RE: Introduce boosts one teir at a time rather than all at rcl6.

    Another option is have a lab cd that decreases with RCL.

    boosting is already heavily limited by the number of labs you can have at each level.

    However, this also does not stop someone buying boosts.

    Anyhow I think its fair to say that the community has spoken and the majority do not want my suggestion to be taken forward and thats fine.

    If any changes are made to boosts I think great care will need to be taken if the effectiveness of T3 combat boosts is changed. Changing T1&T2 to make them more useful seems like a much better choice than changing T3 and upsetting the current balance.

    posted in Feature Requests
  • RE: Introduce boosts one teir at a time rather than all at rcl6.

    Another option is have a lab cd that decreases with RCL. So level 6 can only produce boosts slowly and takes longer to boost. Kinda like how spawning is limited in earlier levels by number of spawns and energy, boosting would be too.

    posted in Feature Requests
  • RE: Discussion: Contract system

    Quick thoughts (@o4kapuk here you go):

    1. Contract versioning so that you can run a contract you've verified before without having to check for changes.

    2. Contracts where you pay to run them so that you can rent code. Eg buying defense code from someone when you're under attack or renting room startup code for intershard portals. Also automated room planner would be great for contracts. Basically contracts could be NPM modules that you could run for a fee.

    3. Automation is a must.

    4. Barebones autoreview for contracts that checks for unclaiming/respawn/evals/infinite loops etc will be made either by the community or packaged with it

    5. Contract entrance/exit functions. Graceful ways to start and end contracts, eg if a contract stores things in memory to have it clean up after itself and make sure its not overwriting. Eg accept contract, start contract, run contract, end contract.

    6. Contract specific memory segment would make contracts cleaner to write and run.

    7. Contract permissions: allow for limiting contracts access (eg app permissions) like sandboxing memory to that segment or locking market.

    posted in General Discussion
  • A couple of private server market bugs.
    1. NPC terminals on private servers are selling energy for 0.001 credits per unit, I think this is an error relating to the change from floats to ints.
    2. The credits displayed at the top right of the screen when connected to a private server are 1000 times the actual balance.
    3. (not sure if this is a bug) The balance on the market history shows the balance before the transaction rather than the balance after the transaction.

    I have uploaded a couple of pictures to imgur that exhibit these bugs: https://imgur.com/a/HWTub

    posted in Technical Issues and Bugs
  • Change default market text to have any useful information

    0_1514940096359_Screen Shot 2018-01-02 at 4.40.58 PM.png

    Resources sold via market order -> [Amount] of [Name] sold via Market Order

    posted in Feature Requests

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