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    Posts made by Gadjung

    • RE: Thorium

      @marvintmb for a new nuke you'd need code to:

      • build tunnels in time to manage to harvest Thorium (min 150k energy, depending on Thorium mineralAmount it might need build and harvest boosts)
      • store Thorium somewhere (afaik you cannot build container in wall, so poor miner will have to have carry, cutting his TTL by half)
      • buy Batteries/process energy in factory
      • process Thorium in factory without breaking it
      • store Refined Thorium somewhere without it breaking the structure

      Since you cannot obtain thorium in any other way one has to code for all that. You cannot just pop a nuker, buy ghodium/minerals for it and throw into labs.

      This should also prevent new-players from just spamming new nukes - and to utilize them properly would also require more advanced code than send nuke and follow-with quad, since said quad would also get the decay once entered the room.

      Deposits were meant for highways only, but if that would make it less-breaking then ok.

      Plus adding another mineral would break like 90% of people's base planning and mineral harvesting code that's because ppl were lazy with assuming there will be always one mineral despite find() always returning array (which was a case in Season 5). Zombies would/should hobble-around with maybe building a road into a wall, active players should be able to survive with a simple change given month-or-three notice before

      posted in Feature Requests
      Gadjung
    • RE: Thorium

      for now i want to keep it as simple as possible - hence using Factory instead of introducing new structure.

      I'm bit wary of the Thorium -> Energy conversion, since it's really easy to overflow it (energy) at later rcls, and adding yet-another way is imo pointless.

      uses are not entirely military ones, because if someone is having too much of Refined thorium, it can be used to increase Upgrade/Harvest/Carry/Move/Build.

      For Nuker - could be as addition, but that complicates logic.
      You'd need either
      300k energy and 5k ghodium and no Refined Thorium
      or
      300k energy and 5k ghodium and 5k Refined Thorium
      meaning nuke with 1 Refined Thorium should not launch or would launch "normal" nuke

      posted in Feature Requests
      Gadjung
    • Thorium

      Thorium

      Purpose of feature

      Bring interesting mechanic of Season5 into mmo, while keeping balance, and adding new interesting tactics for players to utilize. It's designed to have minimal-to-none impact on existing bots. Numbers are not always backed by math, and are proposed values.

      Thorium

      What is it ?

      A new Mineral that randomly spawns in all rooms.
      Every tick its mineralAmount decays at rate Math.ceil(mineralAmount / 1000)
      Possible to be lucky and have multiple Thorium nodes.

      Where is it ?

      Spawns inside walls at the depth 3+.
      (optional - deeper in wall it is, bigger its initial mineralAmount)
      Can be found via existing FIND_MINERALS constant.
      Players need to build tunnels to extract it.

      Potentially it can "break" bots that use .find(FIND_MINERALS)[0] - still - not permanently given Thorium mineral would decay over time.

      Why like this:

      requires more advanced code to obtain it, does not break existing bots, introduces new mechanics, energy sink

      What is special about thorium ?

      As in Season 5 :
      Both creeps and decayable structures, such as roads and containers, experience accelerated aging and decay. The formula used to calculate this increased decay is Math.floor(Math.log10([total Thorium on the tile]))

      Additionally, it cannot be transferred by Terminal in any form.
      .send() and .createOrder() method return ERR_INVALID_ARGS if Thorium is passed as resource

      What thorium is for ?

      Refined in Factory to Refined Thorium

      Refined Thorium

      What is special about Refined Thorium ?

      Additionally to aging and decay, it also causes everything on shared tile take direct damage to hits, equal to: Math.floor(Math.log10([total Refined Thorium on the tile]))

      Scenario-1 : creep carries 1000 Refined Thorium on road under rampart:
      - creep takes 3dmg to hits and loses additional 3TTL
      - road takes 3dmg to hits and its decay timer is decreased by 3
      - rampart takes 3dmg to hits and its decay timer is decreased by 3
      
      Scenario-2 : Storage with 1000 Refined Thorium with Rampart on-top:
      - storage takes 3dmg to hits
      - rampart takes 3dmg to hits and its decay timer is decreased by 3
      

      Additionally, it cannot be transferred by Terminal in any form.
      .send() and .createOrder() method return ERR_INVALID_ARGS if Refined Thorium is passed as resource

      How to get it ?

      Factory takes 5 Batteries and 1 Thorium to output 1 Refined Thorium, at 10 cooldown.
      The more Thorium in facory, the bigger the output of produce() according to
      For every 5 000 Thorium in factory the output is increased by 1, with ceiling of 5.
      Factory also receives direct dmg to hits equal to 5 * output

      What that means:

      On a tick which Factory with 25010 Thorium stored, produces Refined Thorium
      - Factory produces 5 Refined Thorium out of 1 Thorium and 5 Batteries
      - Factory gets 5 * 5 dmg directly to its hits as result of .produce()
      - Factory gets 4 dmg due to stored Thorium
      

      Why like this:

      more advanced production chain, sink for energy, requires more code to prevent factory Meltdown

      What Refined Thorium is for ?

      Can be used to boost creeps with Labs

      • Labs take damage to hits if they contain Refined Thorium
      • All creep body is boosted by Refined Thorium
      • boosting cost is equal to 3 Refined Thorium and 10 energy per bodypart
      • if there is not enough Refined Thorium / Energy - creep is not boosted
      • every bodypart has it's effectiveness increased by 40% (on-top of boosts, except TOUGH)
      • every creep bodypart takes dmg calculated by (1 * applied_boost_name_length)
      • damage is applied AFTER preheal BEFORE any other damage
      example.
      Creep with 10 T3 MOVE, 10 T2 HEAL, 10 T1 RANGED_ATTACK, 10 TOUGH and 10 T0 ATTACK
      
      It takes every tick:
      1 * Math.max(1, XZHO2.length) dmg to MOVE parts
      (5dmg per part, 50dmg evenly across 10 parts)
      
      1 * Math.max(1, LHO2.length) dmg to HEAL parts
      (4dmg per part, 40dmg evenly across 10 parts)
      
      1 * Math.max(1, KO.length) dmg to RA parts
      (2dmg per part, 20dmg evenly across 10 parts)
      
      1 Math.max(1, ''.length) dmg to ATTACK parts
      (1dmg per part, 10dmg evenly across 10 parts)
      
      TOUGH parts do not take any damage
      

      Why like this:

      Backwards-compatible, adds another layer to explore for players, by allowing creeps to be more performant at the cost of Refined Thorium and hits. While combat performance is boosted, attacker needs to take into account damage that every bodypart receives. Same for creeps that will try to outrepair damage. It Should help break the "Defender" advantage but more calculation would be needed. It can be also utilized for "peaceful" purposes as normal-boost alternative, for haulers/miners/etc

      Can put into Nuker instead of Ghodium

      Nuker:

      • takes dmg to hits due to containing Refined Thorium

      Nuke:

      • Original nuke behavior applies, except for modification to damage and area
      • Damage and area are modified to
      20m in center
      1m in 3x3
      100k in 5x5
      20k in 6x6
      5k in 7x7
      
      • Additionally : Thorium pile is left on remains of killed creeps, equal to Math.floor(creep.hitsMax/100) (50 Thorium max per creep)
      • Additionally : Room receives decay status which, for 200 ticks, causes every structure/creep take dmg and decay equal to 1k Refined Thorium being in its tile (3dmg/tick). Multiple nukes stack both damage and duration

      Why like this:

      Backwards-compatible, makes nuke stronger for impact-center but not game-breaking, can makes breaking room easier due to damage-over-time that is applied to structures, makes rebuilding ramparts not possible during that time

      posted in Feature Requests
      Gadjung
    • RE: How do I connect containers or storage to spawn like extensions automatically are?

      You cannot, that's not how they work.

      posted in Help
      Gadjung
    • RE: Seasonal Idea: King of the Hill

      "Since you not only have to hold the room with creep alone"

      i think most (if not all) of S1 and S2, top20 players can own a sector for themselves

      that means that the 2-3 rooms/sector are quite untouchable by anyone else for scoring due to limited TTL of claim-body creeps. Only 'disrupting' might be possible, but still that would mean that player would probably have to sacrifice his/hers score-defence (since not owning a sector)

      That alone would mean that the gap between top-players and everyone else would be huge.

      With every room possible to score, there is still option for mediocre/new players to participate in some way, allows some agreements like in S1 to mitigate weak-player wipe, and there would be some more creativity with army of smaller claim creeps over big area or focusing on holding fewer more worth rooms with bigger claimers

      posted in General Discussion
      Gadjung
    • RE: Seasonal Idea: King of the Hill
      • Emitter stations have an inherent quality. The greater the quality, the more score granted per CLAIM part
      • Emitter stations are fairly uncommon, only 2-3 per sector

      too easy for single player to control them with this set. I'd say every room has it, and regarding the quality:

      • owned rooms have lowest multiplier (ie. x1)
      • reserved rooms : x 2
      • empty rooms : x5
      • sk rooms : x8
      • central rooms with portals x15

      imo that would force some calculation about how to control area and should disallow easy snowball of top players, while still giving some competitiveness for weaker players.

      posted in General Discussion
      Gadjung
    • RE: Why is Arena not going with hex tiles?

      i guess the main reason is that already have stuff working with squares 🙂

      posted in General Discussion
      Gadjung
    • RE: Season #2

      @tigga said in Season #2 concept:

      I still think the best way to achieve competition across all levels is to make the world non-uniform so there are good regions where strong players will want to be, and worse areas with less reward where lower level players can only have other low level players as competition.

      For non-uniform world, my issue is that it leaves bigger parts of it less-usable and discourages respawning into 'worse' zones. Weaker players are not much affected by that since they don't have codebase with features that would get impacted by that. For 'medicore' players that starts to be a bigger impact.

      So from good player perspective 'Center' makes sense, for weak-player there's no difference, for medicore one it's either center/close to center and then respawn into worse area after wipe, or just start in worse area and have a boring/limited play

      posted in News & Announcements
      Gadjung
    • RE: Season #2

      @cribbit said in Season #2 concept:

      Once you reach 22, the benefit of pushing anyone else out will inherently always outweigh the cost of letting them stay, if those are the only options.

      GCL22 ain't gonna happen in 2 months. in current season highest GCL is 9, we might see GCL11 maybe.

      @rhef said in Season #2 concept:

      Snowgoose 9:50 PM

      I don’t think the top players need to make any deals, if they could kill you they can just take out your towers, or just heal there way to the collector

      Snowgoose 9:52 PM

      Once your towers are gone they can probably keep a room down with small creeps

      One can wrap decoder in ramparts or, in the end, respawn, leaving the room empty and decoder disabled

      posted in News & Announcements
      Gadjung
    • RE: Season #2

      @cribbit said in Season #2 concept:

      A good economic bot should get you in the top 100. Your combat code should determine top 10.

      There's ~140 players in this season with less than 50% having scored.

      @cribbit said in Season #2 concept:

      In a large map, a top-10 player is only able to indirectly compete on the leaderboard by exerting total dominance over their holdings to maximize gains.

      That's not true. in large map top10 player needs to cooperate with smaller players to get access to highRCL decoders.

      In small map there is high risk of alliances, created by season1 top10-15 players, that will determine most of ranking.

      Hypothetical Example

      • 3 teams of 4 top15 players decide to take 6 sectors (2-3 sectors/player for optimal GCL-7/8 room setup), wipe anyone else within and 4-8 rooms around it, split code picking into assigned zones and do not fight with each-other (best in alliance wins, since breaking/fighting within alliance is too risky from ranking perspective for every member)

      With big map it should reduce chance of top players clumping together. Example:

      • Each of top15 players creates it's own kingdom with some smaller-player vassals as to not have to share code-picking with other top10 players
      posted in News & Announcements
      Gadjung
    • RE: Season #2

      @artch said in Season #2 concept:

      @qzarstb You can only use decoders in owned rooms. Wiping the sector does not benefit you directly, since you can decode as many symbols as your GCL is.

      So if i decoded TAW,SIN,RES,PE and have GCL4 i cannot decode AYIN in someone elses owned room ?

      posted in News & Announcements
      Gadjung
    • RE: Season #2

      @qzarstb said in Season #2 concept:

      I would really urge to implement a mechanic which was proposed multiple times in the feedback topic to cluster the top 10 ambitious players together in the map center. If you would just include that controllers in the sectors near the map center give you 10x the score, the sector sector at range 10-20 rooms 3x score and rooms further away 1x score I think you would perfectly solve this issue.

      With this approach (top player cluster and distance-graded decoders) there's no point in entering since top10 can easily dominate all 8 sectors closest to center (while still wiping anything outside of it) and i'm really not sure if combat there would be 'worth their time'. It would end up more as a CK3 diplomacy and intrigue at top of a ranking instead.

      I'd say that the map should be made BIG on purpouse, so in order to win, ppl would need to clump together

      @artch said in Season #2 concept:

      By the way, if you only cooperate with 1 or 2 players, you will not be able to score all resources.

      Almost yes if all of them are at GCL7 (for 3 players cooperation)

      2 another questions @artch :

      • how the rewards ladder will look like
      • do decoders have capacity/cooldown
      posted in News & Announcements
      Gadjung
    • RE: Season #2

      what's behaviour when Rampart is placed ontop of decoder ?

      posted in News & Announcements
      Gadjung
    • RE: Ideas for next seasons

      Screeps Dune:

      harvesting sources heavily (in owned room or remote) is annoying the EnergyWorm(s) of a sector that after crossing minor threshold send their invader minions to wreck havoc. If major threshold is crossed, after some short (1-2k ticks) warning, EnergyWorm(s) show up in owned room in sector that has mined the most energy.

      Every sector can have between 1-x EnergyWorms and after killing a worm there's grace period of X ticks in sector that no EnergyWorm/invader spawns and harvesting sources does not progress spawn-a-worm counter.

      EnergyWorm could have:

      • 100-500 boosted bodyparts (so it's proper room-destroyer level and lot's of HP)
      • ~10k TTL
      • takes 10% of nuke damage (so there's no way to 'farm' them with nukes)
      • worm destroys all structures, attacks creeps, and causes attackController every 1k ticks
      • worm does not care about safe-mode

      Score for every worm killed in room You own/reserved The one to destroy most of the worms in his rooms wins

      SnakeMaze:

      Every room has maximum of 2 joined rooms thus forming a one-way-in, one-way-out tunnel-like rooms so in order to expand / reach highways / reach SK rooms going through someone else room would be mandatory (either with force or diplomacy)

      posted in News & Announcements
      Gadjung
    • RE: Unfair ban

      might it be connected to this issue ?

      https://screeps.com/forum/topic/3120/can-t-recreate-power-creeps-examples-in-mmo-through-gui

      posted in Technical Issues and Bugs
      Gadjung
    • RE: Ideas for next seasons

      Another idea not for competition itself, but as a supporting feature:

      All bodyparts except WORK,MOVE,CARRY,CLAIM require their cost in particular mineral:

      • HEAL - Lemergium
      • ATTACK - Utrium
      • RANGED_ATTACK - Keanium
      • TOUGH - Hydroxide (so locked behind RCL5)
      • CLAIM - any single mineral (so 600 oxygen will work, but 240 oxygen and 360 Keanium won't)

      This minerals can be loaded only to extensions (spawns stays energy-only) Extractor becomes unowned structure available at no-rcl

      • can be built in unowned rooms
      • double extractor-use cooldown in unowned rooms Mineral amounts in all rooms are equal to 1/2 - 1/4 to accomodate for more opportunities to harvest them

      Why would be interesting:

      • new coding challenge
      • more impact on controlling remotes
      • harder combat (due to proper mineral load requirement)
      posted in News & Announcements
      Gadjung
    • RE: Ideas for next seasons

      Limited Amount of creeps:

      Idea:

      • every player gets limit of X creeps (lets say 50k? creeps) to use throughout season (could reset on respawn)

      • every creep that has WORK, CARRY, CLAIM, HEAL subtracts 1 from total creep count

      • limited ramparts to 10m(?) , walls to 50m(?) at rcl8 (so attacking/nuking is worthwhile)

      • creeps with only ATTACK / RANGED_ATTACK / TOUGH / MOVE parts do not count towards creep limit :

      to make combat, sieges and enemy-creep killing still viable and do not disencourage fighting since it's net-creep loss for attackers most of the time

      • why not HEAL then ?

      since repair/work creeps are limited to offset siege balance and encourage more planning on offense rather than just pop boosted quads all around

      Why it would be interesting:

      • renew() mechanic would come into focus
      • stronger need on calculating for remote mining (mining/transporting/defending)
      • stronger need on proper calculation for attacking and sieging (do i realy need to take-out this guy and use some creep quota by adding 'heal' parts ? should i have in-wait healers that are renewed ? etc)

      Rating: determined by amount of owned rooms, their level and amount of creeps left

      posted in News & Announcements
      Gadjung
    • RE: Ideas for next seasons

      @donatzor that's what nukes are about.

      Also if map is of similar size to current i think it should not be a problem i think every quadrant has a warfare capable player now

      Also even if not, then limit on walls and ramparts should make it more viable for multiple not-combat-versed players to have a swing at attacking

      Just pumping energy would be usual - person with most GCL wins

      To build-up on ScoreWonder structure idea:

      • instead of having Huge cost it could have 'smaller' upfront cost (i.e 1m energy)
      • structure works like ScoreCollector from S1
      • Score is produced in Labs (T1 Score
      • Score can be refined in Factory (T2 Score)
      • player deposits T1 / T2 score to ScoreWonder (1point/score for T1 Xpoints/score for T2)
      • ScoreWonder can be destroyed (deposited points are then lost forever)
      • ScoreWonder can be captured (room ownership changes - deposited points are then gained)
      • deposited points CANNOT be withdrawn and is not dropped on ScoreWonder destruction
      • Ratings based on collected Points
      posted in News & Announcements
      Gadjung
    • RE: Ideas for next seasons

      super-structure / wonder

      1st player to build a ScoreWonder structure wins.

      optional: creating 1st ScoreWonder triggers timer after which game ends if ScoreWonder is still standing and undamaged any other ScoreWonder completed during this timer counts towards x place (so 2nd person to get and hold ScoreWonder undamaged get's 2nd place and so on)

      ScoreWonder requires:

      • 20-50m energy (?)
      • 1m of each resource (?)

      End game Trigger Timer:

      • 1 week ?
      • paused if ther's no 'undamaged' ScoreWonder

      Ramparts are disabled/very low limit, Walls have lower limit, terminals disabled same as in S1

      posted in News & Announcements
      Gadjung
    • RE: Game.cpu.generatePixel change

      @tdxtor You are aware that out of whole community (at least active one in this thread) You're a single one person who is interested and continues the drama You started ?

      Everything what was to be said/written was said/written and Your unfulfilled need to be on-top / winner / apologized to ain't gonna happen and it will probabbly end with You getting banned in forums or anywhere else that you'll post Your spam...

      posted in News & Announcements
      Gadjung