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[Alliance] The Culture

 
  • RE: Draft: Store prototype API

    As both a mod developer and player I'm exited about this update, for modding, it was always annoying not being able to iterate over resources in a simple way. As a player, the entire store/carry/energyCapacity/carryCapacity mess was annoying, in some cases, I actually wrapped all those to make them match, very similar to how this is designed. It might seem a bit more clunky for stuff with only one resource, but simplifies more than enough other code to make it worth it.

    For those wanting to keep energy/energyCapacity, they can easily do a simple prototype extension in their code. Object.defineProperty(StructureExtension.prototype, 'energy', { get() { return this.store.energy } }) Object.defineProperty(StructureExtension.prototype, 'energyCapacity', { get() { return this.store.capacity } })

    posted in General Discussion
  • Power Creeps - Others can enable power in my reserved rooms

    This doesn't seem like something that should be allowed.

    posted in Technical Issues and Bugs
  • RE: Power Abilities Adjustments. Labs/Spawn/Storage/Terminal and Regen Mineral.

    I don't think that makes much sense. Efficiency is one of the main reasons to upgrade those skills.

    I do agree with the REGEN_MINERAL though, it shouldn't be inactive while the mineral is on cooldown.

    posted in General Discussion
  • RE: PowerCreeps - Sporadic Loss of PowerCreep.memory

    It appears that if another player's power creep is "visible" to your game instance, it's being added to Game.powerCreeps. The sporadic nature is coming from my observers passively scanning the map...

    I don't think other's power creeps should be in my Game.powerCreeps list.

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

    I added a check to set .memory if it wasn't set and I get this interesting error as a result:

    Power Creep Processing error Could not set other player's creep memory Error: Could not set other player's creep memory
    at Object.set (:40507:23)
    at Object.processPowerCreeps (main:12431:18) <-- only part of this that is my code
    at Object.module.exports.loop (main:12935:8) <-- only part of this that is my code
    at __module (__mainLoop:1:52)
    at __mainLoop:2:3
    at Object.exports.evalCode (:15990:76)
    at Object.exports.run (:30481:24)
    at global._init.global._start (:29710:22)
    posted in Technical Issues and Bugs
  • PowerCreeps - Sporadic Loss of PowerCreep.memory

    Randomly, some of my power creeps will lose access to their .memory shortcut point to Memory.powerCreeps[name] and I'll receive errors saying "powercreep.memory is undefined." This is not every tick and when it happens it does not affect every power creep.

    posted in Technical Issues and Bugs
  • UI Forward/Back Button Mouse Clicks

    Not sure when this happened exactly, I think it was with the new UI release. For some reason the forward and back buttons on my mouse (typically buttons 4 and 5) are bound to left click functionality and there's no easy way to quickly navigate through rooms. This is especially annoying when trying to go back and forth between two rooms.

    They work fine if I hover the cursor over the URL portion of the browser window, but in the tab itself all I get is dragging on the map view.

    Note: this seems to affect Chrome and not Firefox.

    posted in Technical Issues and Bugs
  • RE: PTR Changelog 2019-02-01: Power Creeps

    @artch said in PTR Changelog 2019-02-01: Power Creeps:

    @hernanduer

    Definitely still need power creep LOOK and FIND constants, or roll them under the CREEP constants.

    FIND_*_POWER_CREEPS should work on the PTR currently, have you checked?

    Okay, so that does exist, but it isn't in https://screeps.com/ptr/constants.js which makes it super hard to tell what constants exist. I thought that was the actual file the server used and it always had to contain what is used in game.

    Operate_extensions should alleviate this some, but the really low amount of energy moved + the really long cooldown (you can get 5 50 part creeps out of 3 spawns in the time it takes for 1 fill cooldown) makes the skill practically useless and the synergy between the two skills is non-existent.

    OPERATE_EXTENSIONS just seems a bit underpowered. I think a better solution is to increase its effect rather than change the mechanics. What do you think is an appropriate value?

    One idea is to change its effect to a percentage of all extensions in the room: 20/40/60/80/100% of all extensions in the room are filled rather than some energy amount is sent.

    That'll definitely make it stronger, but how will that factor into energy required by the power creep?

    posted in Public Test Realm
  • RE: PTR Changelog 2019-02-01: Power Creeps

    Definitely still need power creep LOOK and FIND constants, or roll them under the CREEP constants.

    The disparity between operate_extensions and operate_spawn has me worried. I don't ever see a circumstance where calling operate_spawn at level 5 would be useful. The speed up is excellent, but the energy required stays the same and often that is already the primary constraint on how quickly creeps can spawn (3 healers can take quite a while to refill extensions...) Operate_extensions should alleviate this some, but the really low amount of energy moved + the really long cooldown (you can get 5 50 part creeps out of 3 spawns in the time it takes for 1 fill cooldown) makes the skill practically useless and the synergy between the two skills is non-existent.

    I have a couple of proposals to alleviate this issue:

    1. Change operate_spawn to also reduce energy cost by a similar percentage, but also reduce the percentages. 10/20/30/40/50% reduction in energy cost and build time would make this skill much more useful.
    2. Change operate_extensions to instead treat the cargo hold of the power creep as a very large extension. This could be a buff the creep applies to itself (or maybe another creep could be possible too?) where its carry is now accessible to the spawns. The cooldown/duration could be something like 200/100, so you can't always use this, but it's good for a quick boost (also high ops cost? 25-50?) This change would move this skill from practically useless due to its cooldown and extremely subpar performance, to one that would become very useful in the right situations. And better yet, those situations work synergistically with operate_spawn.

    Either of these changes would be good and make these skills much more useful. Right now I don't see myself ever using either, even in situations where spawning fast would be desired simply because it won't be possible to keep up with energy demands.

    posted in Public Test Realm
  • RE: PTR Changelog 2019-02-01: Power Creeps

    @artch said in PTR Changelog 2019-02-01: Power Creeps:

    Update

    New feature deployed: experimentation periods. An experimentation period can be activated for 24 hours, during which power creeps are deleted without cost and without delay. Each player has 30 experimentation periods initially, and we will replenish them from time to time when major balance changes occur.

    In the current state you have there, this is actually a nice solution for my problem. I understand the need for penalizing re-creation of power creeps too often, and I still disagree with losing power levels, but this seems like a generous solution that still works against anyone trying to abuse the system.

    @davaned said in PTR Changelog 2019-02-01: Power Creeps:

    Random thought: If you want to start working on goal oriented progress and more onboarding to the game, you could reward all players who reach(ed) 5 GCL with 5 free power levels. That would give players a way of messing around with power creeps and not feeling super locked out. Plays into the "hero" idea where they can get one hero creep, and understand that if they work for it they'll be able to level them up. It's harder to see the value if they don't have a taste of it, and concrete goals are great for player retention.

    It's a shift from just a "raw world" type progression, but it's a thought.

    Power will be buyable from NPCs on the market and the first few levels are meaningless in amount, so that doesn't really seem like a very useful thing to give for free and break all other "rules" the game has in place.

    posted in Public Test Realm