PTR Changelog 2017-08-27: shards API
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This post describes changes on the Public Test Realm. The estimated launch date is September 19.
- Added new global property
Game.cpu.shardLimits
. - Added new global method
Game.cpu.setShardLimits
. - Added UI for assigning CPU to the shards menu.
GCL will be shared between shards and doesn't need to be assigned to a specific shard.
- Added new global property
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What will be the default behavior when we travel to another shard and we haven't allocated any CPU to it yet?
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@dissi A creep will be moved to the other shard, and your script will start executing, but due to zero limit you will not regain your bucket, and when it is over, you will start receiving "bucket is empty" errors.
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@artch can you please give us a base of 10cpu (or something) across shards? This is pretty important if you want to say that there is still "one world".
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@tedivm Sorry no. It might easily become a counter-intuitive mess. If you need CPU on a shard, you have to explicitly assign it.
Keep in mind buckets are separate, and you can use up to 500 CPU per tick as usual, so even 1 assigned CPU limit can be beneficial in some cases.
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@artch that is extremely disappointing. I think you should read though this discussion to see why this is so important.
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@tedivm I did read that before. Still -- sorry but no.
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It is kinda logical though.
Else we'd have the same issues on all shard where there the ticks will slow down extremely fast due to every player being in each shard.
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Thanks for the API!
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@artch Could you consider having a base bucket of 500 in each shard that slowly regens? That way your script can execute for a few ticks in the other shards when a creep portals over, giving us enough time to allocate more cpu.
Don't allow code to be executed if the user doesn't have anything (owned creeps or structs) in the shard.
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@davaned He said in this post that you get a bucket and no cpu, so you have 10K cpu to use, unless you set cpu.
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@dissi the 10cpu should be a drop in the bucket. The only way it would cause slow tick speeds is if the shards were grossly under provisioned.
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I definitely agree with keeping the one-world aspect here, but unfortunately I'm not following on how having a base 10cpu will help this. Yes, it would incentivize people to colonize new shards, but only enough for each person to get their free extra 10 CPU. Turning being a multi-sharded empire into an obligation for anyone wanting to use all available resources isn't something I'd support. It would favor codebases which work in small, separate outposts, and giving extra resources to specificly-minded codebases would hurt the aspect of "play the game however you want".
With the battles/response you were mentioning earlier, I don't see how the shard API is a limiter here. One needs CPU to respond to battles in the same shard, why should it be different for inter-shard wars?
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I'm not sure why all the fuss ?
If you intend to send creeps on a different shard, just allocate some cpu to it before ? now that we have the api it shouldn't be an issue right ?
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The UI doesn't allow completely control- like it's impossible for me to set it to "210", only "209" and "211".
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It looks like shard-portals are currently fully closed on the ptr?
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@w4rl0ck All walls have been removed just now.