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    Topics created by Atavus

    • Solved Private server not working since update to v4
      Technical Issues and Bugs • • Atavus

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      @artch @o4kapuk that was it! Thanks for the assist.
    • One year anniversary of #botarena - Special round with credit prizes
      General Discussion • • Atavus

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      @Atavus Great idea, thanks for driving this! I highly recommend people tune in to watch, I run the server as fast as possible so in the beginning it'll run at multiple ticks a second. Very fun to watch the bots autoexpand at great speed.
    • Warfare Ranking
      Feature Requests • • Atavus

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      Agreed. There's been a fair number of ideas bouncing around, but we don't seem to be converging on a clear solution yet. There's enough going on with all the other changes and initiatives.
    • Upgrade server NodeJs to v8.11.3
      Feature Requests • • Atavus

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      No one has replied

    • Custom badge for forum alliance group
      Feature Requests • • Atavus

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      Oh well. Was worth a shot.
    • Introduction to the SUN
      SUN • • Atavus

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    • Solved Lack of portals?
      Technical Issues and Bugs • • Atavus

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      @artch seems it was indeed some strange luck of the draw. Since this post, I've had a healthy set of portals spawn. I was surprized because despite the much larger area I now cover, I had no direct portals in any of the sectors I inhabit. Given that I am still part of a large scale war, this was a little worrying. All good now, this topic can be closed. Apologies for the false alarm.
    • End of the Poacher's War
      General Discussion • • Atavus

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    • Safemode all rooms?
      Technical Issues and Bugs • • Atavus

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      Now fixed in this commit.
    • Development Tokens
      Feature Requests • • Atavus

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      A game I used to play, Dwarf Fortress, had a very simple system for this sort of thing called "Eternal Suggestions Voting". It was a php script that was created by one of the players, and the dev just had to integrate. You get three votes of features you would like to see in the game. Everybody's votes count the same, and you can move your votes around at will. The most-voted-for things didn't necessarily ever get worked, it was just a handy reference of community sentiment. This is not as cool/useful as the original suggestion, but has the benefit of giving us a low-cost way to communicate our preferences to the developers. Note that both this and the original suggestion are especially beneficial to the more introverted sorts of players who are not vocal on the forums/slack.
    • rangedMassHeal
      Feature Requests • • Atavus

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      I like @tedivm's suggestion of healing any nearby creep, not just your own. It creates some inter-player actions, like healing an ally, and an element of coding logic becomes required to avoid healing opponents.   Although I'm not sure if healing or likewise defensive actions need any improvement.
    • The First Edition of the Screeps Warfare Championship
      General Discussion • • Atavus

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      Great write-up!
    • [Discussion] API for power creep management
      General Discussion • • Atavus

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    • [Discussion] The case against overpowered power creeps
      General Discussion • • Atavus

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      After reading the proposed abilities for power creeps, I found them to be extraordinary as well. Abilities like "Kill" and "DISABLE_TOWER" will have drastic effects on sieges giving up much of the defender's advantage in the existing game design. I'm finding it stressful to imagine making a power creep defense that is "safe" from other power creeps and newer players are pretty overwhelmed going up against boosted creeps as it is, power creeps + boosted creeps would be more or less unstoppable. With so many abilities, it'll be hard to account for and test each one when building an active creep defense. Due to the range on the kill ability, The only way a non-power player can stay safe it is to build a base that is entirely ramparted which can lead to base layout conformity. I'd like to see more balance with power creeps and more ways of countering them without power by spending high amounts of energy, cpu, spawn time, etc.
    • [Discussion] Skill selection mechanism
      General Discussion • • Atavus

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      The issue I have with the current table is that it restricts the breadth of creeps I can have at lower levels, so I like the rework idea. But, something should probably be done with minimum levels to ensure people don't have fleets of lvl1 KILL creeps.
    • [Discussion] Spawn insta-kill mechanic
      Feature Requests • • Atavus

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      @Tyggerr you are correct, that's why I mentioned that the original reasoning doesn't really apply anymore. The feature could be removed outright, but it would be justified to provide Artem with additional options to consider in case he wishes to do something else.
    • NPC market orders broken
      Technical Issues and Bugs • • Atavus

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      Seems broken again! http://i.imgur.com/YDErDKj.png
    • Web socket subscriptions don't close properly
      Technical Issues and Bugs • • Atavus

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    • Destruction ranking
      Feature Requests • • Atavus

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      That's effectively converting energy into DR. Energy or resources are in this game generally convertible. Just like you can convert energy into GCL by building a room then unclaiming it.
    • Screeps World War 1
      General Discussion • • Atavus

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      World map as of 11/16/16, the participants highlighted: Culture (light blue) + CoPS (yellow) + SWA (violet) vs SUN (green) + TK (dark blue)   11 days later, when the cease fire took hold: