Season #1 announcement
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@Tigga I agree that actually being able to defend the drop-off point would be cool, but wouldn't a simple cooldown mechanic which limits the drop off throughput be much easier to implement (already exists in game) and have the same results to what you're proposing?
Edit: Limiting the throughput might even result in the top players needing to get control of multiple drop-off points, which would be nice IMO.
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Throughput limits on the output would kinda work. I don't think they'd be quite so effective: you'd still be able to burst so long as your average was less than whatever the limit is set at.
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Can you please review the "terminal structures cannot be constructed"? I think disabling the market is fine but not having a terminal will require a lot of code changes/deviation from regular code.
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I think it would not be much change for me, if it is correct in the game constants like "CONTROLLER_STRUCTURES".
Besides, i wonder how i can upload code there (via api), just use screeps.com and a new token?
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@saruss https://screeps.com/season/api is API root for the season server
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@o4kapuk This link seems broken
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@o4kapuk said in Season #1 announcement:
@saruss https://screeps.com/season/api is API root for the season server
@rysade said in Season #1 announcement:
@o4kapuk This link seems broken
I was confused about this as well. I think that's the API for external access (e.g. using screeps-api). I guess they haven't released the documentation for the seasonal in-game API yet.
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Hopefully the official grunt can be updated for seasonal https://github.com/screeps/grunt-screeps (and hopefully this PR merged at the same time: https://github.com/screeps/grunt-screeps/pull/19 )
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One change to the rules. Since it's the first pilot season, we would like to make entry as easy as possible with the current existing code. We decided to allow terminal structures construction. However, it will allow to send resources only to your own terminal, not to other players. This will make cooperation a bit harder (although not impossible).
We may use the no-terminal rule in the next season #2, with a more advance notice.
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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.
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This post is deleted!
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Will these methods still be available in the season world?
Game.market.incomingTransactions
Game.market.outgoingTransactions
Game.market.calcTransactionCost
The last one is especially useful to estimate costs of Terminal.send
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Removing Game.market (and all its method/properties), as was proposed on slack, is more game breaking than not being able to build the terminal in my opinion.
In my opinion, disabling markets should be done in a non breaking way, for example return some error code on creating orders. If the entire Game.market object is removed, silly things like access to Game.market.credits would error out.
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We decided to leave game API as it is because removing the source of credits looks enough for disabling the entire market.
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@o4kapuk said in Season #1 announcement:
We decided to leave game API as it is because removing the source of credits looks enough for disabling the entire market.
Presumably with
send
auto-blacklisting other players?
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@tigga
send
just won't work for terminals of other users. The behavior will be the same as for other edge cases, like sending resources to rooms without a terminal.
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From what I can tell, it seems like the way the market will be disabled is just that NPC orders won't be generated. In order to create an order, you need to have some credits, and the only way to get credits is through an order that's already on the market. Without an NPC order to start the cycle, the market won't be active. Is that how it's going to be done?
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@jbyoshi Yes, exactly. In addition to this, transactions between terminals of different users will not be processed.
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Did someone figure out how to push code using grunt?
It seems like the steam client is not creating a separate code folder for the seasonal server like it does for private servers.
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So… you need to:
- upate grunt-screeps to version ^1.5
- generate a token if you don’t have one: go to ‘manage account’ ingame
- add the token in your grunt options
- add the server type ‘season’ to your options
options: { email: email, token: 'AUTH_TOKEN', server: 'season'