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    Topics created by daboross

    • Unsolved Edge sectors closing with active inhabitants without warning signs
      General Discussion • • daboross

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      Thank you for raising this issue. I'll try to clarify the situation from my side. First, there was no battle between Kritias and me yet. As usual, I contacted everyone at the processed sectors far before I have access to them. I asked Kritias to leave the sector peacefully, but he decided to stay and fight for his rooms. He explicitly agreed to be attacked. I offered him a time to prepare but he said I'm free to do it when I want. Second, there is a simple policy for all cases like novice/respawn zone or closing sectors: if you need room, you reserve it. Devs didn't close any single room which were claimed or reserved. If you don't reserve the room, you don't need it. Third, direct access is two-way road: now I have my newly build base being accessed by four Kritias's RCL8 rooms and two more RCL7s without an opportunity to properly fortify my new base. So it's not that uniquely who got the advantage. Forth, to Kritias. If you think that devs made a decision that you think not fair, please feel free to drop a ticket into the support system ("Report a problem") and explain why do you think closing the sector wasn't fair to you.
    • Overhealing vs. strictly healing past damage: fixing inconsistencies based off of intent order
      General Discussion • • daboross

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      In my opinion it should be heal first. That's much less speculative and very consistent with the descriptions from dissi and BlackLotus. To clarify the steps which are happening in the chosen pull/15: collect all damages and heals check for death apply damage drop carry if damaged apply heal cap max health So now it's damage first without death check. So effectively a creep can have -10k health after receiving damage and be healed back to max hp with 15k in the same tick, giving every healer the Defend skill of a power creep, making that skill obselete. That is called 'overhealing' in this post.That also means, that healers must guess which creep will receive damage to give the intent to heal such damage before it happens.Boosted tough-parts will only be effective when they're always healed before knowing the damage.Fights with boosted creeps will be a gamble.If it stays like that, I just see one inconsistency: After step 3, there is no death check, but there is a carry-check.I guess the check for `'./creeps/_drop-resources-without-space'` should be done after the healing. Because If death is delayed then the drop of resources should also be delayed.I'm also a little confused why the check for death is step 2. However, I see another way of a more consistent overhealing: collect all damages and heals apply heals (without cap --> 'overhealing') apply damage drop carry if damaged cap max health check for death This allows overhealing, but doesn't revive dead creeps. It gives boosted tough parts their strength back, because you'll know exactly how much you need to heal in order to use the boosted tough parts. Kind regards,Xenofix
    • Error in engine_processor spawning creep after setting custom terrain
      Private servers • • daboross

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      This is fixed in 2.0.0.