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    Posts made by Gankdalf

    • RE: Road building and findPathTo

      Roads only exist on a single position, so you don't need both points. You probably want something like this.

      for (var i = 0; i < path.length; i++) {
          path[i].createConstructionSite(STRUCTURE_ROAD);
      }
      

      Sitting a road on two tiles near each other will then connect those two tiles with a road. Creeps get the fatigue reduction when stepping onto a road tile, not when traveling between two road tiles.

      If for whatever reason you did want both points, you could do something like this

      for (var i = 0; i < path.length - 1; i++) { // note the -1
          var fromPos = path[i];
          var toPos = path[i + 1];
      }
      
      posted in Help
      Gankdalf
    • RE: Draft: Power Creeps API

      You misread, it requires the creep to be NOT spawned.

      That makes so much more sense.

      posted in General Discussion
      Gankdalf
    • RE: Power Creeps update

      @artch

      Obviously it doesn't, since there is no active spawning to disrupt.

      It isn't that obvious when a nuke can kill a spawning creep, leaving the spawn to continue spawning nothing.

      posted in News & Announcements
      Gankdalf
    • RE: Draft: Power Creeps API

      PowerSpawn.prototype.spawnPowerCreep(name)

      Should this have a directions property? It would be great to not spawn my power creeps outside of ramparts if I have a power spawn on the edge of a defended line.

      Since I don't see any "can spawn" functions, are we to assume that power creeps are free to spawn if they are off cooldown? 😢

      PowerCreep.prototype.delete()
      The creep must not be spawned in the world in order to call this method.

      Why does this require the power creep be spawned? So, if while testing I create a power creep, and then I want to delete it, I have to spawn it first?

      Otherwise this looks great!

      posted in General Discussion
      Gankdalf
    • RE: Power Creeps update

      More pointless questions about WIP powers \o/

      1. Does DISRUPT_SPAWN prevent renew?
      2. Is it possible to use .cancelSpawn() and then OPERATE_SPAWN to quickly spawn a small creep before the an operator can reapply DISRUPT_SPAWN?
      3. Does DISRUPT_SPAWN even work if the spawn isn't spawning anything?
      4. Can one power creep use EXTEND_SOURCE on the same source 3 times to make it have 18,000 energy per regeneration period, since the power cooldown is less than the source regeneration period?

      Lastly just a random idea. Should use costs maybe scale with levels? I feel like some of the random powers you are forced to take become useless, since they don't stack and cost just as much as the level 5 version to use. It might be cool to have the option to use 3 level 1 powers together, rather than 1.5 level 5 powers.

      posted in News & Announcements
      Gankdalf
    • RE: Private server missing thumbnails

      That the same as this issue?

      https://screeps.com/forum/topic/2207/missing-map-assets

      posted in Private servers
      Gankdalf
    • RE: IVM heap usage & game objects

      @geir1983 Does the automatic GC call count against your bucket if it is triggered by the Game object creation each tick (which is likely the cause of a lot of this issue in the first place)?

      posted in Technical Issues and Bugs
      Gankdalf
    • RE: IVM heap usage & game objects

      @geir1983 is it possible that the change gave GC enough heap that it skips every other tick now, where previously it ran every tick? Wouldn't this have kept heap to a minimum every tick previously, while now it bounces around?

      posted in Technical Issues and Bugs
      Gankdalf
    • RE: Power Creeps update

      @artch Okay so I talked to @o4kapuk a bit. I think I can understand the usage of OPERATE_SPAWN a bit more, although I feel like not many people actually use spawn capacity in this way.

      Assuming traditional 6W1C3M miners, OPERATE_SPAWN makes very little sense. Actually, this is pretty much what was being discussed here. It seems pointless to increase spawn capacity for this. You run out of CPU long before you run out of spawn capacity for more small miners.

      However, if you use spawn capacity to not necessarily make more remote mines, but to make bigger miners, it means that you are spending more spawn capacity on reducing the CPU you are spending per remote mine. I had already considered using large miners, but hadn't fully calculated the spawn load on doing it.

      In this context the power makes sense. It saves CPU at the cost of energy and ops. I still think it is probably a bit underpowered, but It's closer to what I would expect from a power with this context in mind. I am not sure it fits with how I plan on using power creeps, but I can see where it could be used.

      We'd need to stop developing and start debating on forums full time if we try to satisfy everyone's need for information.

      K, that's a fair point 😂

      posted in News & Announcements
      Gankdalf
    • RE: WI: spawns had no 50 part limit

      Creeps like this would show up at your doorstep:

      35T 47H 16M
      35T 47H 16M
      40T 110W 30M

      Pretty sure that's what 3m damage to your ramparts before you can spawn your 50 part creeps, which should be enough to make a dent in their armor, assuming you spawned more than one and then boosted them.

      posted in General Discussion
      Gankdalf
    • RE: Power Creeps update

      @artch

      Before I continue I want to be clear here. I am not trying to be difficult. I really love game theory and enjoy discussing it, but it does get a little annoying when the reason, cause, and purpose are all be summed up in "because". I want to know the actual thought behind it. I have already calculated it based on what I know. I want to know what you know. I can understand not wanting to solve a problem for us, since that is a huge part of the game, however, I feel like either I am not understanding how some of these powers interact, or default room spawn capacity was miscalculated when designing OPERATE_SPAWN.

      I feel like the original query has become less clear as this discussion has gone on. I don't understand (and it seems a few others might be in the same boat) how your description of OPERATE_SPAWN makes any sense.

      Could you give more details on how you see it being used? EXTEND_SOURCE as described does not inherently make OPERATE_SPAWN useful. Actually the way it was originally worded, it's quite likely that it would actually decrease the spawn capacity required for a single room to generate the same amount of energy, since it would reduce the number of haulers wasted on long distance remotes.

      You say:

      Our intention is to tune powers in such a way that they allow to achieve the same economy/military goals doing less actions, hence using less CPU. Control Level is about quantity, Power Level is about efficiency. Extensive vs intensive growth.

      But then refute your own statement with:

      My point is that EXTEND_SOURCE doesn't replace remote mining

      Increasing the size of the sources means that you need fewer sources to achieve the same energy production, or in contrast, can manage more sources for higher energy production.

      It seems that you have only considered the latter, when the former is more efficient, easier to defend, and easier to find rooms that support it. If you have spawn capacity and cpu left over to mine a few more nearby sources, great, but it's likely not going to be more efficient to spend ops saturating this room with overextended remotes when you can just claim a new room and use more short range EXTEND_SOURCE operators there and forget about OPERATE_SPAWN.

      it adds on top of it, so you need more spawn capacity to handle new opportunities.

      What opportunities? OPERATE_SPAWN costs ops. It isn't just about whether I can spare levels on my power creep to increase the spawn capacity for some half efficient long distance remote mines. It's competing with the other operator powers as well. It's even competing with just outright selling the ops on the market.

      You will miss out on opportunities simply by using OPERATE_SPAWN. Is it worth it? Are your long distance remote mines worth more than the ops you are spending to mine them? How much energy do you have to harvest for it to be worth more than 300% production rate on your labs? I'm quite sure this was answered already though... I don't think it is even in question. It's not even remotely (😜 puns) close.

      Of course nobody will choose having just one room literally, it was just an example, all players will try to find some balance

      Um... one room was my example to try and demonstrate the most lopsided balance scenario possible, where even with an absolutely excessive amount of power and absolutely no GCL that spawn capacity still doesn't end up being very useful.

      Obviously nobody only will have one room. That was the point. There are very few situations where more spawn capacity could net an economic benefit, and I think that they are only used because there is free spawn capacity, not because it can be purchased with OPERATE_SPAWN.

      Math and numbers are still under discussion and can be changed while testing on the PTR, but that's the idea.

      So did you not want feedback on the powers in the planner until they hit PTR?

      Commander and especially Executor should be included in this equation to make it work.

      You mean the two classes we aren't supposed to be giving feedback on because you wanted to release the operator first and have us ignore the other two classes while talking about the operator in isolation? :trollface:

      posted in News & Announcements
      Gankdalf
    • RE: WI: spawns had no 50 part limit

      @obamallama I want to see you spawn a 100k TOUGH part creep in time to stop a raid

      posted in General Discussion
      Gankdalf
    • RE: Power Creeps update

      @artch Actually another big flaw in the whole GCL vs. PL choice is that PL rate is directly gated by the number of RCL 8 rooms you own. Obviously it is also gated by energy production after a certain point, but if you only have one room, you aren't going to be generating power as fast as the owner of two rooms because you only have one power spawn.

      posted in News & Announcements
      Gankdalf
    • RE: Power Creeps update

      @hernanduer Sorry I was in a bit of a hurry to explain some of that.

      It was already asked and answered that you could use EXTEND_SOURCE on the same source multiple times, so the thought experiment involved having power creeps camp a source and flood it with the entire 15,000 per regen period. This takes 25 WORK parts to mine (before the default 3,000), which takes 30 WORK parts to mine the full 18,000 before the regen period. I had then allowed for 4 CARRY parts, transfering every 3 ticks because quite frankly I see no reason to care about CPU when I am harvesting 6 sources with a single miner and some links.

      I fudged the math a bit for the remotes because quite frankly I think that the whole equation is trivially solved by "own 3 rooms". The fudge was the fact that the 75 range only applied to 3k sources, and is set by the container size and mining speed (which is obviously much higher with super sources), which I did mention, but didn't go into detail on how it was wrong, since again, the scale and proportion are not even in the ballpark for OPERATE_SPAWN to have any type of a chance.

      Personally, I would like to see how many operators I can get extending the sources in a single room just to see, since in theory if you can fit more miners around a source, you can throw more operators at it. You lose some of the efficiency, since you don't have more +3ks from a new source, but gain the ability to transport it from extremely short range or with links.

      With how it was stated, it doesn't matter if you use your power creep on the far source or the near source. Both will, in theory, net the same total. As long as you can harvest all of the energy before it regenerates, the near source will be more efficient, even if it already has power creeps boosting it.

      ** reference https://screeps.com/forum/topic/2183/power-creeps-update/87

      posted in News & Announcements
      Gankdalf
    • RE: Power Creeps update

      @artch Because the spawn capacity of a 3 spawn room is ridiculously high. You can maintain 1500 body parts (slightly less in reality) from a single room. You need 25 WORK parts per EXTEND_SOURCE along with the MOVE/CARRY to operate it. This comes out to aprox 50 parts per EXTEND_SOURCE to mine it. If we assume about 100 capacity for safety reasons and 200 capacity for management creeps, we have 1200 capacity to use on miners.

      That's 24, 50 part miners. We can drop 4 of them just in case someone wants to count spawn/travel time overlaps. So we have 20 50 part miners that each can support a power creep each. That's 520 power levels.

      Wait... there aren't 20 spots open around the sources or not enough energy throughput on links? No kidding? Okay, so lets remote mine these instead. Remote mines up to 75 tiles away can be managed by a single 48 part hauler creep without any issues, so lets assume we can only have 1 power creep per 100 part for remote mined super sources.

      safety = 100 parts
      management = 200 parts
      2 in house sources = 200 parts (4 miners), 4 power creeps
      8 outsources = 400 parts (8 miners), 400 parts (8 haulers), 8 power creeps
      100 parts extra for spawn times and other safety

      ... You are still looking at 12 copies of EXTEND_SOURCE lv5, which is 312 power levels

      Once you get into this range, it even starts becoming an issue whether containers can even hold the energy you are outputting, since they hardly can hold what they did before. This is another limitation to this efficiency over quantity issue. It's one of the reasons harvest boosts don't work too great even with the addition of EXTEND_SOURCE. Links and containers are quite limited on what they can do.

      I am obviously not counting invaders, defense, mining minerals, and a few other things, but then.... why in the world do you only have one room. This is the calculation for ONE room. Just reaching RCL 8 should give you 2-3 rooms worth of GCL, so why do you only have one room?

      The point is that you will hit so many other limits ages before you will hit a spawn capacity limit in any situation that isn't war, and even then it is very likely only for a brief period of time.

      posted in News & Announcements
      Gankdalf
    • RE: Power Creeps update

      @artch Could we see some numbers on this? The way I see it, even a player who only owns one room, can easily support ridiculously high numbers of EXTEND_SOURCE power creeps without the need for OPERATE_SPAWN. Like... +200 levels of power creeps just using EXTEND_SOURCE, and then mining it.

      Give them a more realistic 5-7 rooms and I don't think there is a player in the game that has enough power to create enough lv5 EXTEND_SOURCE creeps to need that extra spawn capacity to function. A single room can support something like 5 level 5 extend sources by itself if they are used locally on sources with enough open positions for miners.

      Could you explain when a player actually needs this spawn capacity, not just naming things that can increase it? And even if they did need it, why does it cost enough ops that it would prevent other functions on the same power creeps, such as labs?

      posted in News & Announcements
      Gankdalf
    • RE: Power Creeps update

      @artch Okay, so OPERATE_SPAWN ... 🤔

      You are probably going to need to explain it better than that because you cannot just level power as an alternative to control level. That's just not how the rest of the game is setup. CPU doesn't increase with power... does it? Not to mention levels in either GCL or Power are exponentially harder as your progress, so if I devote all my energy into one, someone who is doing them equally probably has more total value than I do

      Spawn capacity only matters if I have something to use it on, which requires land (sources/minerals/victims) and the CPU to move the creeps. Not to mention that there is a range limit here on a room that tends to be more limiting than spawn capacity.

      There might be some situation where you can use an excessive number of power creeps to achieve what several rooms could with a single room, but other limitations are going to come into play before spawn capacity. Limitations such as: locations around a source, link throughput, mineral type diversity, traffic jams, power banks spawn rate, etc etc.

      Hey wait a sec... is this an attempt to get us to agree to reducing the number of spawns we can build per room like the original power creep doc? 😂

      posted in News & Announcements
      Gankdalf
    • RE: Power Creeps update

      @shedletsky

      EXTEND_SOURCE - Gives me free energy. Do I need that? I don't understand why it has a high level cap. Seems weak. Possibly cheaper to just sell the ops for credits and buy energy (especially if you consider CPU).

      K, lets consider the CPU real quick. The only requirement for this power to work, is to have a power creep with it reach a source (any source) in your room every 100 ticks. Lets assume that this then costs 0.2 move intents every tick because the power creep has to keep moving. You also need to increase the size of the miner at that source to something like a 31W15M4C instead of whatever you are currently using.

      What does this benefit you? It means that you have 6 sources being mined by a single miner being transported to your storage by links directly from the miner. If your 5 remote mines plus haulers can somehow beat the CPU efficiency of this setup, I would be very curious how you are doing it.

      Rough table:

      Remotes EXTEND_SOURCE
      Item Cost Item Cost
      6 miners 1.2 CPU 1 miner 0.2 CPU
      5 haulers 1 CPU 1 PC 0.2 CPU

      A key thing here is that the power creep is able to spend 100 ticks away from the source, so it could walk ~50 tiles away, take a few actions and walk back. This power creep may be dedicated to economy, but it will not be tied up to the EXTEND_SOURCE power. In theory, a level 25 power creep with this setup could maintain a lv5 extended source, a lv4 extended mineral, operate 8 lv5 labs, generate enough ops to be self-sustained and then be around this base in case it needs to throw some ops at some other powers (I just chose some random powers here) in case of emergency. It's worth noting that I probably would use a lv5 EXTEND_MINERAL though, rather than EXTEND_SOURCE

      posted in News & Announcements
      Gankdalf
    • RE: Power Creeps update

      @artch Here is my review of each power given what I know and think might happen with the new skill system. The new system allows for many more options and interactions that weren't possible before. This is all obviously just theory, but it might bring to light some things that weren't thought about yet.

      Hopefully I did the costs math correctly. I tried equalizing them all down to a per 50 interval for easy comparison with GENERATE_OPS, which I didn't directly rate, since... well... it should be obvious.

      OPERATE_SPAWN

      Cost: 5 ops/50 ticks (per spawn)
      Economy: 3/5
      Attack: 2/5
      Defense: 4/5
      Uses: Defense / Efficiency
      Summary:
      Increase spawn capacity, allows emergency or burst deployment, or to increase spawn capacity for more efficient mining/harvesting. It's an odd trade-off, but it looks like it could be quite useful for empires that are currently CPU locked.

      OPERATE_TOWER

      Cost: 5 ops/50 ticks (per tower)
      Economy: 2/5
      Attack: 0/5
      Defense: 2/5
      Uses: Situational / Defense
      Summary:
      This is an odd one. It could be fairly useful for repairing roads, since it would reduce the number of times a tower would need to repair roads (CPU cost), as well as reduce the energy consumption per repair action, but that heavily depends on what the cost of ops ends up resting at.

      As a defensive tool, its value heavily rests on base layout format. If your bases relies completely on edge walls with the towers located far from the attack, this will likely be a waste of ops, however, if used on a bunker it could be worth up to ~1500 total damage per tick if placed on enough towers. It's nothing ridiculous, but it isn't nothing either.

      Considering it would only be used on defense, or occasionally on one tower to burst out some repairs, it seems reasonably priced compared to other operator powers.

      OPERATE_STORAGE

      Cost: 5 ops/50 ticks (per storage)
      Economy: 3/5
      Attack: 2/5
      Defense: 2/5
      Uses: All-rounder
      Summary:
      After this was announced to hold its contents after the duration expires, it became fairly clear how powerful this was. In a game where the person with the largest stockpile with decent code wins, this the ultimate stockpiling power.

      The downside of using this power on a base though, is that you probably wouldn't want to keep sustained use of OPERATE_STORAGE. It's not terribly expensive, but it would be more optimal to run the room out of the terminal only to avoid the ops cost. This will be a tricky puzzle to handle, that may be best just ignored and bite the ops cost.

      Regardless of how a player handles this interaction, each storage that is boosted in this way allows the player to store up to ~8x as many boosts in that room at level 5.

      For economic purposes, this is the ultimate temple room power. It allows you to store enough energy in a room to reach RCL 7 without using any imports (oops I did this calculation without boosts).

      OPERATE_LAB

      Cost: 0.5 ops/50 ticks (per lab)
      Economy: 0/5
      Attack: 3/5
      Defense: 3/5
      Uses: All-rounder / Military
      Summary:
      Although this is a very simple power, boosts are powerful, and increasing the lab throughput by 300% is not situational. Boosts are always good to have on-hand.

      Although this costs the same as OPERATE_SPAWN to maintain all 10 labs (compared to 1 spawn), I can totally see myself with a level 23 power creep babysitting labs for this effect.

      OPERATE_EXTENSION

      Cost: 5 ops/50 ticks
      Economy: 1/5
      Attack: 1/5
      Defense: 1/5
      Uses: All-rounder / Efficiency
      Summary:
      I want to like this power. I have seen a few potential uses for it, but each time it seems to get outclassed by non-power creeps. The only true use for it that I could find, involved having it as a fill-in power that you choose to level up other powers, and then if the power creep is ever in range of a valid structure, throw out this power for some minor CPU gains. The primary issue with this is that it could really screw up filler code, which is usually fairly static. It could even require a full recalculation of all cached extension values, since the bot may not have control over which extensions actually get filled.

      Here are some other theoretical uses I thought of that I mostly couldn't find an actual use for.

      To completely replace fillers with one or several power creeps. The advantage being CPU gains, the disadvantage being the rate limit. For this to work, it would likely need to lose the long cooldown, but keep a fairly high ops cost.

      To allow extensions in unreachable locations. Because the power doesn't have a range limit, and fills any extension in the room, it could allow for extensions to be filled in unreachable locations. This not only saves space, but it allows for impossibly compact layouts that are braindead simple to automate. The issue again is that without enough throughput, a power creep cannot personally sustain the extensions. It could be implemented as a supplement to normal extensions, but would require deep integration into a spawn system in order to control when the power creep used the power, since direct control of which extensions are filled was stated as likely impossible.

      To allow bursting out creeps in an emergency or offense situation. The issue here is that the amount is no minute that it could hardly be counted as burst. It really only ever fills one of the previously stated roles, never really a burst or situational role.

      OPERATE_OBSERVER

      Cost: 5-1 ops/50 ticks
      Economy: 2/5
      Attack: 2/5
      Defense: 1/5
      Uses: Situational / Intel
      Summary:
      This is an interesting power that I think is mainly useful for people dealing with portals. It's very hard to quantify just how much this power can do, since it heavily depends on how close you are to portals and if your codebase is able to take advantage of them.

      OPERATE_TERMINAL

      Cost: 5 ops/50 ticks
      Economy: 1/5
      Attack: 0/5
      Defense: 0/5
      Uses: All-rounder / Efficiency
      Summary:
      A power that just decreases the cost of an already fairly cheap function. Now to be fair, it isn't that cheap, but it's energy... so it is cheap.

      This could become more useful if/when energy prices rise, maybe in relation to the number of players who start processing power.

      I currently can't see ever using this power over another, just because the benefit seems too small. Even though this is a consistently used action, I just don't see it reducing it enough to matter as much as other powers.

      DISRUPT_SPAWN

      Cost: 100 ops/50 ticks (per spawn)
      Economy: 0/5
      Attack: 5/5
      Defense: 0/5
      Uses: Offense / Military
      Summary:
      Okay, the first truly offensive power. This description assumes that 5 tick duration 5 tick cooldown means that it is capable of locking a spawn permanently. Even just one of these has the potential to completely dismantle a room's defenses if the defender's spawn code does not have DISRUPT_SPAWN accounted for. Not just that, but if the attacker can afford 3x sustained use, it makes a defending room completely helpless. If the attacker is willing to pay ~40k ops for an attack, the defender's only defense against it is to bring creeps from another room or have a standing defense in place already.

      This power can be almost completely negated by using edge walls, or at least having walls keep opponents 20 spaces away from your spawns, but I feel like at that point, they might as well be edge walls in most rooms.

      This power is extremely dangerous, and should maintain an extremely high cost. I think this power will be too powerful for a skilled attacker. I believe the range should be reduced, or the power adjusted in some other way, otherwise, this is probably the nail in the coffin for bunker layouts. I would be curious how @o4kapuk thinks he will defend against this power if someone shows up with 3x of them at one of his isolated bunkers.

      DISRUPT_TOWER

      Cost: 100 ops/50 ticks (per tower)
      Economy: 0/5
      Attack: 3/5
      Defense: 0/5
      Uses: Situational / Offense / Military
      Summary:
      I originally thought that this power should be used as a constant source of damage reduction in a room, however, I think that the cost of doing this for enough towers to matter might be a bit excessive. That being said, it can give a respite to attackers trying to recover from a particularly fatal barrage on the previous tick.

      It seems like a useful attack tool, but nothing that will outright destroy an opponents base. It's worth noting that assuming all damage multipliers are multiplicative, that even a tower that has OPERATE_TOWER on it will do less damage than a normal tower if DISRUPT_TOWER is used on it. 1 * (1 + 0.5) * (1 - 0.5) = 0.75.

      DISRUPT_SOURCE

      Cost: 10 ops/50 ticks (per tower)
      Economy: 0/5
      Attack: 2/5
      Defense: 0/5
      Uses: Offense / Military
      Summary:
      This seems like more of a harass power than an actual attack power. Even with sustained use on a base, It shouldn't break it if it is connected to a proper empire. Additionally, due to the range, it seems more like a power you would use on all of the remote mines for a room, trying to just reduce their effectiveness wherever possible.

      The main advantage I see to this power over just killing the creeps at a source is that it works over walls, however, even then I just don't see it causing enough damage to be worth attacking a room in this manner.

      I like the power, but I just feel like other options are more effective. There is a fairly real chance that this power could break someone's room code though, making it fall on its own face, so I wouldn't count it out just yet. Although it is pretty much completely countered by edge-walls.

      SHIELD

      Cost: 5-2 energy per tick
      Economy: 0/5
      Attack: 3/5
      Defense: 2/5
      Uses: Military
      Summary:
      This is a cool power. It is one of the only ways for the operator to actually defend itself. On offense, it may actually be very difficult for a defender to break through with just long range towers, which is likely the only opportunity operators will give a room to defend with. On defense, it's a bit lackluster, since the operator would have to remain stationary to remain protected. That being said, it probably would be far too good on offense if it followed the operator around.

      I like this power, but now that it can actually be taken with offense powers, it could potentially be too strong. Obviously live testing will make that clear.

      EXTEND_SOURCE

      Cost: 0
      Economy: 5/5
      Attack: 0/5
      Defense: 1/5
      Uses: All-rounder / Economy
      Summary:
      This power was immediately one of my favorites. This is an extremely simple power, but the CPU savings possible with this power seem extravagant.

      Assuming you can continue fitting more miners on a source, and power creeps in a room, it is possible to move almost all of your remote mining in-house. It might even be possible to expend any harvest boosts for this if you are truly CPU constrained.

      The defensive ability of this is that without remote mines, you cannot be harassed in the normal way, and because it does not require a regeneration period, it could be used even with DISRUPT_SOURCE being applied on your sources during an attack.

      As a final note, there is the potential to allow for burst harvesting energy using a combination of DISRUPT_SOURCE and EXTEND_SOURCE on your own sources to allow you to stockpile a massive amount of energy in a source without it regenerating. This has a loss in total energy created, but could have massive CPU gains, since you wouldn't need miners at the mine 24/7.

      And it's free, so the operators doing this task can continue generating ops to use on another task while en-route to the next source.

      EXTEND_MINERAL

      Cost: 0
      Economy: 4/5
      Attack: 2/5
      Defense: 2/5
      Uses: All-rounder / Economy
      Summary:
      I labeled this as economy, but I am not 100% sure whether to classify mineral mining as economy or military, since boosts are mostly just used for military. The basic principle of this power is that if used in the most optimal way, it will result in doubling the output of the mineral you are using it on.

      The added benefit of this stockpile, is that it has no time constraint. You can continue stockpiling until you decide to actually mine it. A very cool power that I can see using in combination with EXTEND_SOURCE to boost mines.

      And just like EXTEND_SOURCE, it's free, so the operators doing this task can continue generating ops to use on another task while en-route to the next source/mine.

      DISRUPT_TERMINAL

      Cost: 250-50 ops/50 ticks
      Economy: 0/5
      Attack: 5/5
      Defense: 0/5
      Uses: Offense / Military
      Summary:
      This is an extremely dangerous power. It may not have as much brute-force potential as DISRUPT_SPAWN, but it only requires 1 power creep, has no range limit, and can make a sitting duck out of an otherwise well defended room.

      This will disconnect a room from its empire, making it defend itself alone, or get help by walking creeps from another room. There has been much discussion on this already, so I will leave that aspect alone.

      However, there is also the potential to completely destroy someone's transfer/resource balancing code if they did not plan accordingly, since it could indefinitely back up someone's queue of transfer requests. For the unprepared, this has the potential to shut down someone's entire empire by attacking a single room.

      If someone chooses to longbow this power, it might be possible to defend against it with some cheesy swarm defense tactics, so that it misses its window. It will be fun experimenting around this power, although I feel like many people will also lose several of their rooms to this power... including myself.

      To summarize in a tier list

      S

      DISRUPT_SPAWN
      DISRUPT_TERMINAL

      A

      EXTEND_SOURCE
      EXTEND_MINERAL
      OPERATE_LAB

      B

      SHIELD
      OPERATE_STORAGE
      OPERATE_SPAWN

      C

      DISRUPT_SOURCE
      DISRUPT_TOWER
      OPERATE_TOWER
      OPERATE_EXTENSION
      OPERATE_OBSERVER

      F

      OPERATE_TERMINAL 🤔

      posted in News & Announcements
      Gankdalf
    • RE: Power Creeps update

      @artch Some additional feedback:

      1. Tooltips close when upgrading a power, which requires hovering off the power and back onto it in order to view it again. It should probably stay open.

      2. I like the new yellow highlights in the tooltips.

      3. I like that the levels are visible in the tooltips now.

      4. I like where the lock is, and how it is colored red now.

      5. I still think that the level a power is locked until should display without hovering, even if it obscured the power's icons. Something like this:

      0_1525703805957_c3f473a5-4b15-4ef2-8967-638ac1441b07-image.png

      posted in News & Announcements
      Gankdalf