And less than 20 minutes after I post this, it appears to be fixed. Thanks!
edanaher
@edanaher
Posts made by edanaher
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RE: Exceptions showing up as "[object Object]"
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Exceptions showing up as "[object Object]"
I love the way the script now runs up until the exception, but there seems to be an unfortunate side effect: I'm now seeing a red
[object Object]
in the console and e-mails, rather than an exception and stack trace. Sounds like someone forgot to pretty-print the exception...
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RE: Simcity?
While I don't disagree that it would be nice to have more rankings around fighting and strength, I know I'm focusing on just getting a solid economy going at the moment. Once I get to the point that I can just place a spawn and come back in a few days to a nicely-running room, I'll be much more interested in starting to figure out warfare.
Though FYI, I did have a neighbor send a single enemy into my room and destroy it a couple times before I built basic defense. I'm tempted to do something similar soon: just have a couple creeps wandering around the board randomly, attacking anything they see. That'll at least get people thinking a bit about defense (and possibly how to attack me back )
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RE: Strangeness around being wiped out and respawning in same room
And for the record, I still find it a little strange the I can apparently kick an enemy creep out of the room by spawning there. Though I suppose if you couldn't, a malicious player could drop a creep in a bunch of nearby rooms until someone else killed them.
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RE: Strangeness around being wiped out and respawning in same room
Hah, you're right; I remember checking that the walls didn't expire for 10k ticks or so, and didn't think through the fact that that's only 3 hours.
I'm not sure how I feel about that - getting three days for each respawn did seem a bit overpowered, but very convenient for experimenting and improving my build. Three hours, on the other hand, isn't a lot of time to do that.
Guess I'll throw up some basic defenses to at least avoid a single creep killing me.
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Strangeness around being wiped out and respawning in same room
I'm still having fun optimizing my internal network, and haven't started messing with offense and defense.
Not shockingly, yesterday my base was destroyed (AFAICT, by a single enemy soldier; as I said, no defense yet). As I still have a couple bits hardcoded to that room, I was hoping to reuse it, but the enemy creep was still there. But I tried anyway, and succeeded! It looks like the enemy creep was teleported to the next room over. Convenient for me, but annoying to the other player if he/she was hoping to claim that room.
Moreover, I came back this morning to see that I was wiped out, and had e-mails letting me know that all my creeps were attacked (and while there is a source keeper in my room, most of my creeps should never (and have never that I've seen) go anywhere near it). I assumed that I'd get another three days of protection after respawning, but either that didn't happen or something went wrong with it.
I don't particularly mind, since I'm getting a chance to test my early build, but this seems like it might be the sort of thing the beta's supposed to find.
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Disable/limit e-mail on error when active
The e-mails sent on errors are wonderful for debugging, but can be a bit much during active development. It would be nice to have (or document? A quick search didn't find anything) an option to turn off these e-mails.
Better yet, they already seem to be somewhat batched; perhaps if there is some form of interaction with the game world (uploading new code, changing memory, running a console command, etc.), that batch could be discarded. This would preserve the value of alerts when idle, but avoid spam during active development.
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RE: Knee-jerk reaction to 2015-05-27 update
I just noticed that ramparts are built at 1k, and repairable up to millions. That actually seems pretty well balanced.
And I see that the creeps page is now updated to cost 100 per work unit. Thanks for fixing that!
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Knee-jerk reaction to 2015-05-27 update
Gah! My controller only stores 300 energy! That breaks my strategy of using the spawn point as an energy store for transferring/insurance, so there's no safety margin if I lose all my miners. I guess I'll just spin off a full-carry creep to store a bit more. Also, that makes starting off annoying, since you can't build a 300-cost miner and a 300-cost carrier, so I need to tweak my start.
Also, the creeps documentation page still has work body parts costing 20, when they're 100; that confused me for a bit when I couldn't build a new high-work unit.
Links looks interesting, but I probably won't bother with them for a while since they're one more complication. I haven't even started on structures while I focus on optimizing mining and upgrading the controller, so those tweaks won't affect me, though they look a bit overpowered (millions of hitpoints on ramparts? They may have been underpowered before, but that seems to weight things pretty heavily for the defender.)
Overall, ignoring the "oh no I need to fix my scripts" annoyance, I feel like the change in extension system is probably for the best, though it's going to be irritating that the spawn can only hold 300 energy.
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RE: This game has potential if all the irritations are fixed...
Thanks for the reply! I've been playing with the live game, along with a quick script to sync my local code using the API. The local development and better syntax errors from the live game are making my life much more pleasant.
Regarding dead creeps, I'll see if I can run into that again and get it consitently.
And yeah, I understand that the game is at an early stage; this was a combination rant and list of the things that most irritated me; I was hoping that you would fix them. And sure enough, I learned in another thread about /api/user/code (I saw grunt, but I don't want to deal with a whole new tool when I can use a couple of lines of Ruby to do the same thing), syntax errors working on the server, and use strict, which handle most of my complaints about development.
It sounds like you have solid plans to handle my other complaints around debugging; I think things are good enough to live with for now.