I think this beats it by about 10k ticks?
Posts made by DarkTrooper7
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Selling G, GH and GH2O minerals
Want to upgrade your controls with maximum efficiency ?
Well now you can! I have G, GH and GH2O available for sending. PM me in game with offers.
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RE: New player zone wall
> which will help you figure out the inside versus outside of the novice area.
How do you know which side of the wall is novice area?
> using that as a reference point, you should be able to figure out which side of the room is accessible.
Requires a very expensive FindPath function ( for example from my observer to powerbank in E20 it takes 40 CPU )
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RE: New player zone wall
Amadox, you are wrong, once again I am checking Power Bank inside the room.
For E20 if the powerbank is on the west side of the wall - I can mine it, it it's on the east side - I can not.
PowerBanks spawn randomly. I have a function that checks a room to see if it has a PowerBank. What I need is a way to filter PowerBanks (but could be other objects) based on newbie wall.
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RE: New player zone wall
You misunderstand my problem, it's not enough to detect that the room has the wall, a detection on which side of the wall is the power bank is what is needed. How can you do it inexpensivly without hardcoding manual table ( ignore west side of E20 line for example) ?
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New player zone wall
A new player zone wall just went up in the E20 rooms and it creates huge problem, the algorithm that I have to scan for Power Banks has no way to exclude Power Banks inaccessible from my rooms.
The only way I saw to code around it is:
- Hardcode bunch of areas as "not accessable" and exclude them in search. That requires maintaing manually a table of rooms.- Try to do "FindRoute" to power bank. That is very expensive.
Since new players will not be able to reach lvl 8 can you make a change to not place power banks into their area ?
Alternatively can you add a search parameter to exclude newbie zones?
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WTT any mineral for K
Willing to trade any mineral for K
Message me in game.
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Invaders and reservations
Scenario:
Room A is claimed lvl 8 and has only one exit, to Room B
Room B is reserved.If the reservation drops in Room B, when would invader appear in room A ? Is it immediately or after 100000 energy have been mined ?
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Is something going to be done about degrade/upgrade mechanic?
Currently in order to be competitive one has to let his lvl 8 rooms downgrade to lvl 7 then use saved resources to avoid 15 ticks cap.
Is the mechanic going to stay in game ? -
RE: Inconsistencies in Memory Loading
I have exactly the same problem.
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RE: Yall should drop energy before you walk on swamps
I am pretty sure it's not intended and will be fixed soon
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RE: Prevent defeated players from reclaiming the room they just lost
You go back to level 1 though.
If someone wanted the room to claim - they would reclaim it after you despawn (the timer is long enough)
If someone wanted the room to farm in it - they will kick you out as soon as the walls come down ( which is barely enough to get your level 3, no way to build up defense)
If someone did it for other reasons (testing, sending you the message, clearing for eventual move in) - then it does not matter to them if you respawn -
RE: Room.findPath causing errors.
As a rule of thumb: if it has findClosest method - it's not available
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RE: Room.findPath causing errors.
Flag.pos is undefined for the rooms you do not have presence in ( so that you can not spy on others with flags), however findPath to flag itself ( not it's position ) will work.
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Overview graphs per tick
Is it possible to add a way to see overview graphs per tick ( instead of per hour) or at least to see how many ticks were at a given bucket ?
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RE: Ticks Used
Another interesting statistic I collect is how many times my script overrun CPU allotment ( 407 times)
I am at 80 CPU. -
RE: Add timer to "respawn" so that storage wont dissapear just after my first attack on it
That means your neighbor respawned in another room.
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RE: Pointless rooms
To clarify - similar square in the northern part has rooms with controllers next to them do it's feasible to harvest while keepers response or killed, but for this square some adjacent rooms have no controllers.
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RE: TOUGH revisited
I used them in keeper killers as a buffer to reach rampart to remove the need for expensive healer creeps.
2 toughs + 2 moves = 3 shots from killer at a cost of 120 enough to get to a rampart to kill the bugger