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    Topics created by Admiral

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

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      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.
    • Creep.moveTo returns -9 which is not documented
      Technical Issues and Bugs • • Admiral

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      Moving towards the goal if there is no full path is basically the default behavior. ERR_NO_PATH is returned when there is really no path steps available, e.g. when a creep is surrounded by obstacles. Could you provide an isolated test case using bare PathFinder (without Room methods involved) that doesn’t match this behavior?
    • Missing constants in API Reference
      Technical Issues and Bugs • • Admiral

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      I think this is going to get more important once the open source server goes live and people can mod it  -- though more a feature request than a bug. Once it's properly Open Source, we can add this ourselves
    • Stop defaulting me to Sim/Tutorial in new browsers
      Feature Requests • • Admiral

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      Along those same lines it would be nice if we only got the "New GCL" message once instead of once per browser.
    • Attacking & healing don't use energy - why?
      General Discussion • • Admiral

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      I understand your thoughts but you severely underestimate the disadvantages attackers must already deal with. 1) Safemode rooms potentially wasting a generation's worth of high quality minerals 2) Attacking someone puts your creeps in their territory, generally this means that they will have many more rooms within range of your creeps than you do. If you're attacking someone with 5 rooms then you have to get your creeps to one of their grouped up rooms. If you only have 1 or 2 rooms that can even reach that far, then you're fighting an uphill battle. 3) Towers are incredibly strong especially when used correctly. 4) Some wall positioning allows the defender to get an entire 3 rows of defending creeps behind the walls while only a single static row and possibly one flickering row of attacker creeps can get close enough. This severely limits the output of attacking creeps since they simply don't have as much firepower available in that small of a space. 5) Defender creeps don't have to use as much move as they can often turtle, while the attacker has to go for a 1:1 ratio in most every case. This increases the defender to attacker firepower ratio even more.   And here are the (sometimes possible) attacker advantages: 1) Surprise.   That's it. And with safe mode that no longer exists. So you see, there is no reason to further burden attackers and in fact the primary reason for lack of war is any combination of the 5 points I made above.
    • Mineral extraction/harvesting
      Technical Issues and Bugs • • Admiral

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      StructureExtractor has no mineralAmount, so yes, you cannot mine from it - in other words, you cannot lower its mineralAmount.
    • Client change: Mouse scroll does panning, not zooming
      Feature Requests • • Admiral

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      No one has replied

    • Bug with sending energy via link: Loss not accounted for
      Technical Issues and Bugs • • Admiral

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      No one has replied

    • Please give us access to random name generator for creeps
      Feature Requests • • Admiral

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      I made something a bit different; fast, compact and can generate 1600 unique names. https://goo.gl/1qqxTj 
    • Full framework and version listing for client code?
      Technical Issues and Bugs • • Admiral

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      There are no libraries except lodash 3.10.1. Node.js version is 6.6.0. We updated this info in the article.