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    Posts made by Admiral

    • RE: PTR Changelog 2016-10-02

      So, here's something to consider.

      I use flags to configure things in my code so I don't have to hard code it or manually write stuff in memory. Examples:

      1. Flags to say "don't move into this room"

      2. Flags to say "build N creeps of type M instead of the calculated default"

      3. Flags to say "remote harvest/reserve/repair/build in this room"

      4. Flags to say "improve my walls/harvesters to N in this room"

      And a large variety of other configuration things.

      I don't think I've had more than five flags in a room, but I can see that 100 flags will not be sufficient. We'll need a good UI mechanism to configure the code systems without having to have a huge amount of non-GUI configuration.

      posted in News & Announcements
      Admiral
    • RE: Incorrect energyAvailable and energyCapacityAvailable

      One additional piece of information:

      You are prevented from building your initial five extensions until such a time as you have destroyed/removed all the "hostile" extensions as well.

      posted in Technical Issues and Bugs
      Admiral
    • RE: Incorrect energyAvailable and energyCapacityAvailable

      PS: I worked around this by destroying all the extensions. Which was sub-optimal as I was leaving the energy in them for later use, but oh well.

      posted in Technical Issues and Bugs
      Admiral
    • Incorrect energyAvailable and energyCapacityAvailable

      Hi devs,

      Around tick 15082660, in room W59S31, I was getting incorrect Game.rooms['W59S31'].energyAvailable and .energyCapacityAvailable numbers.

      Presumably this is because I had a single spawn in the room, and there were quite a few non-owned extensions in the room from when my friend Calame un-claimed the room and let me claim it.

      Of course, with incorrect results for these two fields, none of my spawning logic was working.

      I would expect that if an extension or whatever is not .isActive() then it shouldn't be calculated into the Room's energy*Available numbers.

      Cheers!

      posted in Technical Issues and Bugs
      Admiral
    • RE: Introducing The War Path (#thewarpath)

      Well done, Tedivm!

      posted in General Discussion
      Admiral
    • RE: Publish map expansion order

      I am completely boxed in by people in my current location. Despite being almost GCL4, I may have to respawn. It would be nice to have a heads up as to the time and location of new spawns. 🙂

      posted in Feature Requests
      Admiral
    • RE: Is there any way to remove other player construction sites from reserved room?

      I re-discovered the "enemy walking over a construction site destroys it" mechanism mentioned here by Heilos.

      Do you think the Devs could document this somewhere such as on the Construction Site API document page, or something? Opine on as to whether it is intended behavior?

      Thanks!

      posted in Help
      Admiral
    • RE: API Request - Battle and Nuke endpoints

      Impressive, most impressive. Thank you Tedivm and ScreepsGameMasters. 🙂

      posted in Feature Requests
      Admiral
    • RE: Disable timestamp in console

      What is the "console" object anyway? console.log('I have %d cats', 23) logs "I have %d cats 23". So, it's clearly not Node's standard console.log().

      Thanks!

      posted in Feature Requests
      Admiral
    • RE: Creep.moveTo returns -9 which is not documented

      Thanks Artem. You're right. I was logging the wrong value to the console (what a moron I am).

      It's actually returning -2:

      ERR_NO_PATH

      My question is then, can you have it move toward it if it gets no path? What can I do to get the creep moving closer?

      const r2 = creep.moveTo(sources[which_source], {maxRooms: 1, range: 1});
      if (r2 != OK) {
      console.log(creep.name, creep.room.name, 'harvest moving result:', r2);
      }
      posted in Technical Issues and Bugs
      Admiral
    • Creep.moveTo returns -9 which is not documented

      Creep.moveTo() documentation does not show -9:

      ERR_NOT_IN_RANGE

      Yet I'm getting this when I attempt to move somewhere which has a creep traffic jam. I think it means that the Pathfinder wasn't able to find a way to get there. However, this should be documented clearly in the API documentation please.

      Is there a way to tell the moveTo() to go as get as close as possible instead of just giving me an error and not moving?

      Thanks!

      posted in Technical Issues and Bugs
      Admiral
    • Missing constants in API Reference

      I have found a few constants that are not in the API Reference.

      1. The room size (50x50).
      2. The types of terrain that you can get with the Room.lookAt() methods: swamp, wall, plain.

      I'm not sure if these are omitted from the docs, from the Game/global objects, or both.

      Cheers!

      posted in Technical Issues and Bugs
      Admiral
    • RE: PTR Changelog 2016-10-08

      Yep, I've read the document. I do the aforementioned technique on a cluster of machines. It does result sometimes in IDs not getting used, but IDs are cheap. It's no big deal. The way you propose to do it works fine as far as I'm concerned. 🙂

      posted in News & Announcements
      Admiral
    • RE: PTR Changelog 2016-10-08

      I don't know your code base, but when I have had this problem in the past, I have had an asynchronous process that fills a pool (a queue) of IDs from the database, and then when the IDs are needed before actually being put into the database, this in-application pool pulls one out and uses it.

      I've done this with PostgreSQL sequences, for example. I'm not sufficiently conversant with MongoDB to know if you can do something akin to that.

      posted in News & Announcements
      Admiral
    • Stop defaulting me to Sim/Tutorial in new browsers

      I've logged into the game from half a dozen browsers and each time it makes me go into the sim and cancel out of the tutorial. Enough's enough? I have GCL2, the game should know not to show me the tutorial by now, please. 🙂

      Also, I can't exit the tutorial using an iPhone, which is annoying. Not sure why.

      Thanks!

      posted in Feature Requests
      Admiral
    • RE: API Token and Websocket requests

      Agreed. I'd take an initial version with revocable API keys for read-only access that also store date/time of last access and last access IP address please.

      Later, API keys that can be restricted to just what you want (e.g., Memory, console, code uploads or downloads, etc.).

      posted in Feature Requests
      Admiral
    • RE: Attacking & healing don't use energy - why?

      Hi Helios,

      I think that's the exact point. Being required to have energy for attacks to work makes it necessary to think about that logistical supply chain. It also doesn't make sense (to me) that in a game that is so strongly centered around resource management (energy, minerals, CPU time, memory, code size, etc.), attackers get unlimited free supplies, while defenders (assuming defenders use such things) have ablative, non-unlimited defenses (ramparts, constructed walls) that do have resource requirements.

      Look, I'm new (GCL2), so what do I know, but it does feel to me that not needing energy to attack doesn't fit the theme of the game. Hence, why I asked. 🙂

      Cheers!

      posted in General Discussion
      Admiral
    • Attacking & healing don't use energy - why?

      Hi all,

      I just learned that the ATTACK body parts and HEAL body parts apparently don't use energy. Assuming that's true, what is the rationale here? This seems to indicate that attacking and healing is simply a matter of putting enough body parts and sending enough creeps. There is no need to handle logistics and having an energy supply line, etc.

      Just trying to understand the design thinking behind this.

      Cheers!

      posted in General Discussion
      Admiral
    • Mineral extraction/harvesting

      Hi all,

      I built my first extractor today and, to my surprise, you can't harvest from it. You have to harvest from the underlying mineral.

      To me, this is a semantic bug, as I figured you'd harvest from the extractor you just built, especially since the extractor has the cooldown and not the mineral.

      At the very least, I suggest two things:

      1. Allow extraction from the mineral OR the colocated extractor.
      2. Add the cooldown and mineral amount meta-data to both extractor and mineral.

      Cheers!

      posted in Technical Issues and Bugs
      Admiral
    • RE: Please add a say() method on structures.

      Yeah. What will they think of next. Walking trees? 😉

      posted in Feature Requests
      Admiral