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    Topics created by CGamesPlay

    • Respawn delay after being wiped
      Feature Requests • • CGamesPlay

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      From my understanding the respawn delay is meant to prevent abuse- such as a player jumping around and creating "safe mode barriers". I think a good compromise would be to waive the delay for the first respawn of the day, but then add it in to any respawn after that.
    • Dedicating PowerSpawns to specific Power Creeps
      General Discussion • • CGamesPlay

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      This wouldn't imply that 1 power spawn = 1 power creep, correct? Assuming one power spawn could have any number of power creeps "dedicated" to it, this is a pretty good idea. If you're saying 1 does = 1 though, then I'm completely against this since it would limit the number of possible power creeps to the number of power spawns, essentially defeating the idea of "going tall" vs "going wide" in building your empire.
    • How to build a client-side validation API
      General Discussion • • CGamesPlay

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      There are strong server-side validations. That recent change wasn’t a security fix (the security fix was this one), it’s due to the need of being sure in underlying code behavior consistency. This would basically change all calls in the form of this.getActiveBodyParts() to calls in the form of storedGetActiveBodyParts.call(this). This is exactly the case now, see this commit. My proposal is to treat client-side validation as advisory/optional. We may consider adding an experimental option “Disable all client-side checks” in the future, when we introduce the script runtime options feature.
    • [pull request] Client-side validation of Creep.build
      Technical Issues and Bugs • • CGamesPlay

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      No one has replied

    • Promises seem to bypass CPU limits
      Technical Issues and Bugs • • CGamesPlay

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      The PR is merged, thanks for contributing.