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    Topics created by chris

    • What's the official markup for code blocks in this forum
      Help • • chris

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      I never thought to click that button because it's just the "show formatting/unprintable" icon from other apps
    • 10 lifetime CPU for steam client
      General Discussion • • chris

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      I can get around 10 CPU for 4 rooms if we include the bucket. It's easy.
    • Elaboration on Nukes
      General Discussion • • chris

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      Yes, fixed a minute ago.
    • Strange Reactions constant
      General Discussion • • chris

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      REACTIONS constant is used by the game engine. It’s up to you whether to use it or not in your own scripts.
    • Spawn.prototype problems
      Technical Issues and Bugs • • chris

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    • Refer a friend
      Help • • chris

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      Yes, implementing such system is on our roadmap.
    • Node 6
      Help • • chris

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      Yes, of course. It will require some testing on the PTR beforehand, but we usually try to catch up with stable versions of Node.js.
    • Email links broken
      Technical Issues and Bugs • • chris

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      I would really like this to be fixed. As others have suggested, it would still work conveniently if it was linked to the room.toString representation, but would allow us to easily avoid the auto-linking if we don't want it. @artch, at the very least, if this really isn't going to be fixed please could you point us in the direction of the source code which does this so we can create the best workaround possible. Thanks.
    • Better handling of PTR accounts
      General Discussion • • chris

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      Yes, it has been fixed recently.
    • catalyzed ghodium alkalide not reducing damage
      Technical Issues and Bugs • • chris

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      Thanks for reporting, this must be fixed now.
    • Issues with minerals
      General Discussion • • chris

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      Properties of each of the structures clearly highlight the semantics of the work of this structure. If some structure works with energy only, adding a `store` property containing the sole `energy` property and incapable of containing any other properties would confuse the API user. This structure just needs energy to work, it has no “storage” to store anything, it’s just an energy device. So this API expresses structure functions in a more consistent and clear way. As for the labs, they can’t contain more than one type of minerals, and this also should be evident from the API. You just shouldn’t interpret different structures in the same way as you work with their objects. Especially because they should be handled differently from the gameplay viewpoint.
    • CLAIM part too inefficient
      General Discussion • • chris

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      realistically you're looking at [CLAIM,CLAIM,MOVE,MOVE] or you will be stuck at 1 / 5000 reservation points and every time your reservation creep gets replaced the energy source will drop back down to 1500 losing you precious energy. So yes, it is costly to reserve a room. You are effectively spending between 2600 to 3900 ( 2 or 3 reservation creeps) per 1500 ticks to hold your reservation. Assuming you are spending 100 ticks just traveling to the controller, you still earn 800 reservation per creep, giving you effectively 2400 / 5000 reservation in the first 1500 ticks. As for profit, you have just spend 3900 on claims. Assume you spend another 2100 for miners and haulers, and you are looking at around 9000 net profit per 1500 ticks. This increases further after the first two cycles because it is not necessary to continue to dump 3 reservation creeps in every 1500 to maintain your reservation at max level (5000/5000). so that drops off to 2600 and 2100 giving you over 10,000 in profit from a single source. I would say 10,000 is preferable to the 7500 you could get not bothering with the claim, but it does take a bit more work to set up. It is well worth doing for any two source rooms you have nearby.    
    • Spawn.cancelCreation()
      Feature Requests • • chris

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      I have no Idea when spawn.cancelCreation() may be useful for me,but I like the Nhanho's proposal, when every actionable object has .cancelOrder() method.Including towers: right now it is unpossible to tower.attack(), if tower.repair() was queued earlier that tick. Tower.cancelOrder() may fix that.
    • dismantling a powerbank
      Technical Issues and Bugs • • chris

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    • Game.cpu returns wrong limit
      Technical Issues and Bugs • • chris

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      I don't get it why all the other calculations are done correctly then...
    • Rework room deterioration
      General Discussion • • chris

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      @Amadox - I'd personally agree that ramparts should start a little higher if they are going to decay so quickly, but its also not too hard to prioritize repairing ramparts with less than 1000 hits over other things, if you're building a new rampart there isn't really a reason you need to repair anything else first. I use something like this:  var upgradeTarget = creep.pos.findClosestByRange(FIND_STRUCTURES, { filter: function(object) {   return object.structureType == STRUCTURE_RAMPART && object.hits < 1000; } }); Granted with a lot of structures in a room this can be somewhat CPU intensive so I only search for them when a flag is set in the room to indicate that new ramparts or walls have been built and I remove the flag when the search comes up with nothing left. I also have the same creep building and repairing so there isn't downtime between the built rampart and the repairing of it. Unless I'm building 100 new ramparts.. maybe one day soon. I'm sure there's probably better ways to do it. 
    • renewCreep not using energy correctly
      Technical Issues and Bugs • • chris

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    • undocumented "thorns" damage
      Help • • chris

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      TOUGH = 100HP, 10 energy, adds weight MOVE = 100HP, 50 energy, gives move If you see both bodyparts next to each other, you can see what I mean. The 40 energy you save cannot make up for to the (useless) weight it adds. On RCL8, you have 12900 energy available, 25xM,25xA costs 3250 energy. You basically could build nearly 4 of those (missing 100 energy). This gives you 25 Parts of buffer before your ATTACK suffers. Now if you build something which we could say is somehow similar: 15xT,10xM,25xA you pay only 2650 energy. 600 Energy saved, but 300% movement speed lost (and even worse on swamp!!). And you would only be able to build 5 creeps for that (350 energy missing).  If you are defending, this movespeed might perhaps somehow work, but if you are attacking it probably won't. And *if* I defend, I'd rather go 10M,40A instead of the above.
    • Own code branch for PTR
      General Discussion • • chris

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      It can happen due to multiple open tabs in your browser, since they can communicate via localStorage. Try to keep them in separate incognito windows. We'll look into that later.
    • Make guarded sources "high yield"
      Feature Requests • • chris

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      I would like to see a power source in the center, that is, every 10k ticks, the spawn source to say, 25k power (no damage kickback). Holding a room constantly is difficult with the current creep mechanics, a battle every 10k ticks seems more interesting. This way there's value to both rooms near the edge and near the center of a sector, and another avenue to fight.