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    Topics created by Camamoow

    • Decay Rate For Controllers Is Ridiculous
      Feature Requests • • Camamoow

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      I have to agree with Camamoow on this one. I understand the mechanic behind the delay to claim new controllers, but it is rather excessive. In the non-novice areas, it doesn't seem to be such a big issue because expansion is not as resctricted. But the competition for space in novice areas, due to the lengthy controller downgrade time, severly limits expansion until the novice area protection wears off. And, while I understand it is entirely permissable to leave the novice area and join the fray in the main rooms at any time, it makes testing multi-room code in an actual real-world scenario very difficult, what with everyone out to get you. Maybe it is because of the recent increase in popularity of Screeps due to the Steam release that so many absent players have claimed controllers, only to leave their base to decay and rot for days on end, but please consider reducing the length of time it takes for controllers to downgrade- especially in the novice areas, where some players try the game for nothing more than a few hours and easily achieve RCL 3 or 4, then up and quit, leaving behind an unclaimable controller for days or even weeks.
    • Tower Damage
      Technical Issues and Bugs • • Camamoow

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      The impact factor of a tower can be calculated by the function below. I post this here since I dont think this is any kind of magic. It took me while to figure out that the falloff is actually linear (by the post of dissi above) var towerRangeImpactFactor = function(distance) {  if(distance <= TOWER_OPTIMAL_RANGE) {   return 1  }  if(distance >= TOWER_FALLOFF_RANGE) {    return 1 - TOWER_FALLOFF  }  var towerFalloffPerTile = TOWER_FALLOFF / (TOWER_FALLOFF_RANGE - TOWER_OPTIMAL_RANGE)  return 1 - (distance - TOWER_OPTIMAL_RANGE) * towerFalloffPerTile} then the damage can be calculated with var damage = TOWER_POWER_ATTACK * towerRangeImpactFactor(distance)
    • creep.memory.role
      Help • • Camamoow

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      var creeps = _(Game.creeps).filter({ memory: { room: spawn.room.name } I am pretty sure that this already gives you a list of Creep objects, not their names