Awesome! That's a good change. Would it be possible to add a counter of how many items are visible? I can do math but it gets quite old quite quickly:
Something like this
I loved working for your guys! I will still be around to help out wherever I can.
I'm very happy that the CM role is filled in by someone as capable as @o4kapuk. He's the perfect candidate.
Thanks for the last 2 years! It's been amazing.
@Periosa There are currently some issues related to isolated-vm.
We are actively working on fixing this issue.
You can join our slack to get up to date messages about the current state (you can join the #ivm channel to see details of what's happening).
Please beware that the isolated-vm feature is still in the experimental fase and might cause issues like you described earlier.
You can also subscribe to this topic to receive updates: https://screeps.com/forum/topic/2133/changelog-2018-03-05/14
@hyramgraff That's because rangedMassAttack will not attack your own ramparts.
A rangedAttack on the other hand is a directed attack at something in a specific location.
rangedMassAttack will also not damage any of your own buildings while a directed rangedAttack will do that.
I've seen this kind of issue before but thought it was my code that was causing it.
I'd like to help you narrow it down to the events leading up to this bug.
I've had issues with creating flags myself ( Linky ) and I think they might be related
I really like this change.
My old empire used to be able to create defending/attacking boosts to sustain attacks/defenses without buildup of supplies. The entire empire could crank out more X-tiered boosts in single tick than it could consume. With this change I expect it to be more viable to start attacking people again.
The defender is more likely to run out of boosts to defend properly, and in the same way the attacker will need a lot of stored/prepared boosts for attacking. A counterattack after the attacker runs out of boosts is also quite a good strategy now.
In short, I really like the inability to quickly rebuild boost surplus.
As for the change of the
upgradeController boost, I think it could have stayed the same as it, in my opinion, does not directly impact attacking/defending parties. The same is true for harvest/carry boosts.