Is this on Sim, Private Server, Community server or the MMO?
Posts made by Donatzor
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RE: Event log not including attackType for rangedMassAttack
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RE: creep.upgradeController() == OK
If it helps at all this is the intent for upgrade controller: https://github.com/screeps/engine/blob/master/src/processor/intents/creeps/upgradeController.js
It has a special case for 'if RCL 8'
if(target.level == 8) { var limit = C.CONTROLLER_MAX_UPGRADE_PER_TICK; var effect = _.find(target.effects, {power: C.PWR_OPERATE_CONTROLLER}); if(effect && effect.endTime >= gameTime) { limit += C.POWER_INFO[C.PWR_OPERATE_CONTROLLER].effect[effect.level-1]; } if(target._upgraded >= limit) { return; } buildEffect = Math.min(buildEffect, limit - target._upgraded); }
Ghodium hydride and its OH/X later boosts can increase how much 'upgrade' you do, without increasing energy cost. So 'maybe' if you had a 14W single creep w/ a boost it could go over the 15 cap? That might be what was meant by the increased limit, as smokeman said, (and noted by effect in the RCL 8 snippet there) power-creeps can increase this limit.
To be clear, returning at this point (in the intent) means you got an OK (intent was generated), but nothing happens (as it returns before changing anything) if your over the limit. This can happen with a few different intents such as a tower executing a repair on an item already being repaired to full by another creep/tower, or a move command into a wall. Their valid intents, but return in the intent causing no change.
Side note: If your looking to get more GCL, and have a GCL free to spare. a "GCL Temple" is a common tactic to gain more GCL more rapidly.
https://wiki.screepspl.us/index.php/GCL_temple
*edited PS: Sorry to hear this has been going on for weeks, would recommend if you haven't trying Screep's Slack, its a bit more dynamic and generally more rapid response than the forums.
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RE: Invader core spawning not limited?
I think what was meant was they can 'have' 10 invader cores on expansion at one time, not that they can only spawn 10. I'd agree that if your room is first-chosen by the core it will keep spawning there if you keep killing it.
https://github.com/screeps/backend-local/blob/master/lib/strongholds.js#L238
^ That's the code for the private-server's proxy-invader core spawning if you wanted to take a look.
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RE: It is very easy to loose all the seasonal code by accident
Have you had this happen recently? O4 said on slack on Dec 24th it should be fixed.
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RE: Ideas for next seasons
Environmental hazard
- Lava as a terrain type used, causes damage when on the same roomPosition as it, unless a road is used, but road takes a higher decay rate (at the benefit of no damage to the creep)
- Center of map (or highways crossroads) is/are a volcano(s).
- Eruptions occur every x ticks and last y ticks.
- During an active eruption phase, lava terrain tiles generate dropped RESOURCE_LAVA in adj tiles that fills to X amount per tile, then spreads to the next tiles up to Y range if at max amount in-tile. Could generate less in highways/SKs/unclaimed rooms for less objects over all.
- Dropped lava causes high-damage/damage to structures & creeps on the same tile (or adj tile)
- Creeps can pick up Lava, but take damage per-tick that lava is held in their carry. (negate or slow if tough parts used?)
- Dropped lava not next to a lava terrain type, or other dropped lava cools (or placed in a structure to cool/process?) into a diff resource, like RESOURCE_OBSIDIAN or something.
- Could use this new resource as a 'scoring' res like score currently is, turning it in or processing it for points.
- Could also have volcanos on eruption blast 'rocks' out into random rooms which deal damage in an area & take time to land like a nuke, but less dmg/doesn't kill all creeps in a room. Necessitating dynamic moving and/or shielding of structures.
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RE: Ideas for next seasons
(semi-edited / deleted the post I forgot to link to this one)
Holding a controller's 'sign' adding to score over time would prob do, more you have signed, more points your accumulating and could also add multipliers for rooms that are owned/reserved. Would prompt wider sprawl though probably alot of fighting over territory for more score. Everybody could probably easily be on the board, but more advanced could mass-reserve areas to increase score at the cost of energy/spawning.
If it was roomPosition/easy-to-build objects on each roomPosition with your assigned color could add score per-tick per each one, or every x number of pixels (positions) adds a point (like 25 = 1 point per tick). Would also be fairly easy for anyone with creeps around to score just by doing basic movement, more advanced players w/ scouting to score, or way more advanced to path though unowned pixels (positions) in patrolled rooms or finding best route to take to keep an area painted.
Would agree that if it was total count at the end, would be a end-round blitz to paint as fast as possible.
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RE: Ideas for next seasons
Paint the World
- Each player is assigned a color value.
- Either signing a controller or 'moving onto' a room position 'paints' that room/roomPosition the player's color
- mapVis shows painted rooms/positions
- Player with the most 'pixels' (roomPositions) or rooms painted wins, can score from 'most covered area'.
- Could also 'paint' with energy and have some low eng to build walkable structure as a 'claim' on that room position as well.
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RE: Ideas for next seasons
Age of Power
- All users start out with some amount of GPL, and may spawn in power-creeps in any configuration desired up to the GPL Limit
- Powerbanks spawn more frequently, or smaller in every room (to allow for more harvesting and/or power creep renewal.
- win condition(s)/'achievements'
- Longest living power-creep
- Most power-creeps
- Highest GPL level
- Most enemy power-creeps slain
- Furthest distance traveled from spawn
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RE: Ideas for next seasons
@gadjung Could do a wonder that's like "The tallest tower" where you pump energy into it like a controller, which builds up its hits 'infinitely', see who builds the one-tallest by end-of-time/season. May be hard to get to the wonder in-time to trash it if not enough people spawned in the area / already were cleared, but I suppose that's part of the challange.
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RE: Ideas for next seasons
Ahh darnit, should have just said 'the longest road' quite right heh.
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RE: Ideas for next seasons
Some Stuff I vaguely remember being talked about in Slack before.
Battle-royal
- Everyone starts with a creep with 1M part, have to 'pick-up' parts around the map.
- Rooms deactivate/start to cause damage after a short time (blue-zone/storm) to force players towards center.
- Last creep alive wins.
Not sure that fits a seasonal thing though.
Territory/King
- Players are split into teams, teams have one 'king' at the 'center' of a sector. The king having a room there enables 'vassals' team-mates to spawn within the sector. *Players compete to destroy nearby king's rooms, disabling vassals/forcing respawn (if last), king who won can then take that sector as their own
- Team with most 'territory' and/or points from having territory wins.
- Players with 'top' code bases and/or winners of previous season could be 'kings' adjusting so that its not one very large/advanced team.
King of the Hill
- crossroads have 'score zones' instead of collectors.
- A creep inside the 'score zone' increases global 'score' for the player, multiplier and/or additional points for more parts (larger creeps)
- Score zones could change in size/shape/worth dynamically, requiring creep movement and/or different numbers of creeps allowed in the zone at different times.
Edit: Could be 'ramparts' that are pathable, standing on them deals damage to the hits of the rampart, starts with random # of hits, as hits goes down, adds to user's global score. the 'area' tends to have different values/hits and pathing to/defending one your standing on adds variety then 'stand in the area'
Creep harvest
- Creeps drop a new resource on-unnatural death (players only)
- Larger creeps -> More of the new resource.
- New structure in a player's base processes these for score (like a powerSpawn)
- Player with the most of this new resource processed by the end of the season wins.
Econ-wars
- Players compete to see who can have the most credits, normal market in-game as the MMO
- Scoreboard is total 'credits' of players.
- deposits spawn more frequently / different ways to get factory resources
- Natural/unnatural waves in the NPC market to benifit players who hold back resources for higher prices vs selling bulk at lower prices.
The great road
- Players compete to build the longest-unbroken road, longest road at end-of-season wins.
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RE: Respawn in season shard
To Update, today two zones were added on the edge of the map.
There's a novice zone with 10 days here: https://screeps.com/season/#!/room/shardSeason/W15N35
And a respawn zone with 9 days here: https://screeps.com/season/#!/room/shardSeason/E15S35
Both zones appear to have score zones that are cut off from other players outside the zone for the duration of the zone,
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RE: Respawn in season shard
Some one just asked about respawn zones on Slack in the #seasonal-server channel, o4kapuk responded yes, but no more details than that yet.
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RE: How does this code work?
^ You can also click 'source' on that link-page and it will take you to the github for that lodash function.
https://github.com/lodash/lodash/blob/3.10.1/lodash.js#L6307
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RE: Is Screeps ever receiving a Discord?
Folks have asked, though it was determined it would split the community too much (some folks would not/could not change) and the features offered wouldn't be good enough.
Further reading:
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RE: Trouble with .find
If the exact error text is
Room.find
then likely as your first example is showing, you need to haveGame.rooms['RoomNameStringHere'].find();
specifically,
find()
needs to be called on aroom
object, so you could also do:let myRoom = Game.rooms[RoomNameGoesHere];
let myTowers = myRoom.find(FIND_MY_STRUCTURES, {filter: {structureType: STRUCTURE_TOWER}});Would recommend as well if you haven't yet, checking out slack, very rapid response most of the time and more dynamic.
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RE: How exactly does {filter:} work?
Yes, though to expand on your question filter is an option for room.find that uses lodash's filter to search the result of the FIND_* you call, your passing it an object, filter, with the arguments you want it to use when searching.
When you pass it a filter, it calls the lodash here: https://github.com/screeps/engine/blob/master/src/game/rooms.js#L641
You can read more about lodash's filter here: https://lodash.com/docs/3.10.1#filter
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RE: (not) building roads
sources[poi].x is likely the issue. Every game object has a roomPosition, which is normally stored in its .pos property.
https://docs.screeps.com/api/#Source.pos
So, sources[poi].pos.x & sources[poi].pos.y will be your X and Y values, while sources[poi].x is no a defined property of sources, valueOf is probably making it NaN, instead of throwing an error (I presume)
Also, would recommend checking out the screep's slack! There's a #help section that is normally pretty lively and faster to get response, bit more dynamic as well.
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RE: What is up with shard0? The unfairness of slow ticks.
Before there were shards, the MMO was just shard 0. As it was the only map/server it was even larger than it is now, and tick times (If I recall correctly) even longer.
With the advent of shards, S1 started out small and opened up more but still stayed a smaller size, S2 followed and finally S3 which is CPU restricted and was billed as the non subscriber shard, where everyone was on 20 CPU across the board.
S0 since then, has had rooms slowly being deactivated in order (I assume) To speed up tick time, including the time when a whole out-side ring was collapsed:
https://twitter.com/ScreepsGame/status/994137796574089216
There were/are some player movements who went around and tried to take out zombie players and clean out S0 rooms, but not sure where that stands now.
S0 also hosts some of the older players, their codebases. Not sure the exact factors that slow it down, but considering it has 11339 claimable rooms and no CPU cap (so older players have at max, 300) While Say, S3 has 7076 rooms and a 20 CPU cap on everyone, it prob slows it down a bit, even though S3 has way more players.