Where are you settled? You will only have cpu in shards you have stuff in. Also your cpu is related to your GCL level.
Posts made by Davaned
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RE: how to use life time?
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RE: Quiting screeps
This post has made me feel really touch abused, I can see it in my actual eyes and I don't like it. Can the Devs please remove this thread? Actual new player coming to the forums might get affected.
For Detox, I'd recommend seeking help. In worst case, if you're still feeling mentally affected please try pressing the respawn button in game and followed by going to your profile here and deleting your account, that should solve any lingering notifications or alerts you might be getting that are unduly impacting your mental state.
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RE: Season #2 is open!
@eiskalt No more than novice zone walls pathfinding
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RE: energyAvailable wrong - shard1
It's the disabled extensions that are full of energy. I think it's reading them as available energy, but the structures are not allowed at that rcl.
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RE: Season #2
@w4rl0ck Somewhat, but only really true if there isn't the scaling based on how much of a particular element you've processed. Otherwise you still want to drop off in as many rooms as possible, so it's better to be chummy with your neighbors.
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RE: Season #2
I like the hebrew-esq alphabet. I also like that cooperation is strongly encouraged but not totally required, since you can also just bust through enemy rooms to drop off resources. Any thoughts on having caravans also contain the resources, or even a protoresource that can be redeemed at any decoder?
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RE: I want to be better
@Detox I'd recommend trying out some form of autobuild, it'll make your respawn way less painful. Tbh if what you really want is some non-cpu limited dev time spawning into a private server to work on stuff is pretty effective.
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RE: Ideas for next seasons
I suggest building on the current season, but with some PvE elements baked in.
Same point system (spawning new resource with certain processing spots)
However, add in:
- Strongholds spawn more frequently, and start stronger but weaken over the duration.
- Waves of boosted super invaders spawn from strongholds and assault nearby rooms periodically.
- Strongholds contain a large portion of the point resource in addition to their rewards, which scale down the longer they have been alive
- Portals spawn at a higher rate.
This uses and encourages more people to code for an existing mechanic, strongholds. Players can now play around scheduled enemy attacks on their own enemies to apply pressure, and stronghold wave detection is similar to portal attack detection.
In short, leveraging previous season's code along with encouraging useful code for existing game features so that players can build on the prior season's work while still investing in their long-term codebase in mmo.
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RE: Ideas for next seasons
Age of Legends: Power processing costs are reduced by 10x, power bank spawning is increased. All rooms have power enabled. Highest GPL at end of season wins.
Huge power creep fights, massively efficient empires, and a ton of neutral room combat.
Edit: Read through posts, very similar to Age of Power by Donatzor above. Some general idea of showcasing cutting edge power.
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Tiny visual bug, minerals not rendering in correct position when scrolled out
The mineral circle and the mineral letter are not centered when you zoom in and out of the room view.
Obviously this is totally gamebreaking and we should shut down the game servers until this issue is fixed
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RE: Game.cpu.generatePixel change
It seems to me that a next-tick effect is analogous to upgrading a controller or trigger a creep spawn. This tick I perform an action, next tick I see effect and resources are gone. The one informational api would just be a counter.
But if you feel it's unworkable, in that case 10K is preferable to the shadow canceling of all intents. Although if the goal is balancing number of pixels I'd argue for slightly under 10k (9.5k?) to reduce edge cases. I still think the original way will likely result in players ignoring it or handling pixel gen in another shard.
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RE: Game.cpu.generatePixel change
@neyazayah Definitely definitely not by lowering gcl. That's a huge pile of side effects that are 100% not feasible and not correlated directly with cpu anyway as it's decoupled once you reach GCL 28.
Shards already have cpu allocations, we should just use that as the means for handling pixel generation. Decreasing the allocation temporarily (equivalent to allocating a chunk of cpu to another shard/the pixel factory) would lower the barrier to entry for cross-shard play by making related code multipurpose.
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RE: Game.cpu.generatePixel change
@artch Strongly against original idea for reasons already stated. Interested in multiple calls version as it's more interesting than "low bucket code".
My proposal for multiple calls version: It takes HALF of your normally available cpu/tick for the FOLLOWING tick and requires calls for as long as it takes to build up 5000, shard specific. New pixel API with a pixel progress response for given shard (eg, charging pixel at 400/5000). This is useful for other things besides just pixels as it's good practice for reserving cpu for military operations or autoscaling for shard cpu allocations. To increase difficulty you could limit bucket usage as well.
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RE: Season #1 announcement
Where the video?
I think it's the short gif of resource collection/deposit in the top post.
I like this challenge, there are a number of different strategies that all seem viable. I'd love if there were frequent dev posts (each month?) about events happening in the season server. I miss the screeps review ones and this should be fast paced enough to have worthwhile updates. As a side question: If there are issues with server downtime or gamebreaking behavior, will the season be extended?
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RE: Disable default notifications
It would be nice to be able to have option to enable notifications for player attacks vs invader attacks.
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RE: Rampart Max HP
Not disagreeing, but I think what always comes up with this is that stacked nukes would lack counterplay.
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RE: Decorations update
It's expensive on purpose, it's a design choice to ensure that there are always pixel sinks. If it wasn't extremely hard to get the pixels you want then within a few months the world would be saturated and demand would be tiny. As it is people will always be trying to reroll to get that one thing they want, in the color they want.
Gives players a market to sell pixels, gives devs a way to earn cash, and helps servers by providing CPU sinks so players have reasons to optimize their code and ways to spend their bucket without additional server strain. Downside is that it sucks as an experience to use, but over time it'll suck less as the world becomes more saturated and demand falls. I hate lootboxes but in this case given there isn't another way to take pixels off the market it makes sense to gouge on creation.
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RE: Overview page loading slow
I've been totally unable to load the overview page for over a week now. That's a pretty big problem imo. Any ETA on the fix @o4kapuk ?