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    Posts made by Helam

    • Screeps Observer (unofficial iOS client) now available for macOS

      The title pretty much covers it.

      I've got an iOS client for Screeps called "Observer" that I work on from time to time as a pet project and a way of playing with new iOS APIs. It was already available on iOS via TestFlight but now it is available on macOS as well.

      It isn't perfect and is still a work in progress. The interface could use a lot of changes for the macOS version since it was originally designed just for iOS but I had some requests to make it available on macOS even in its current state since the official client has issues on M1 Macs.

      Anyway if you want to help test it, give feedback, or just check it out, you can use this TestFlight invite link: https://testflight.apple.com/join/u4GlOWaL

      Feel free to come over to the #ios-observer channel in the Screeps Discord and ping me (@Helam) with questions or requests. Since discord isn't giving channel-specific notifications for large servers anymore I may not see your message in a timely manner if you don't @ me.

      Some of the current supported features:

      • Combined room/map viewing with map info and map stats
      • Public/PTR/Seasonal server support
      • Private server support
      • Profiles/leaderboards
      • Console with HTML and editable command history
      • Respawning
      • Room Visuals
      • Flags / flag interactions (create, edit, delete)
      • Create construction sites
      • Spawn invaders (and teams of invaders)
      • Other manual interactions (suicide creep, destroy structure, safe mode, etc.)
      • View list of all active nukes across all shards, with info about estimated time of impact, links to the player who launched it and the player who is targeted. Links to, and previews of, the launching room and the target room, and the ability to schedule an iOS notification to let you know when impact is soon (these notifications aren't super reliable though due to variable tick rates and the nature of estimating the time of impact)
      posted in General Discussion
      Helam
    • RE: Slack workspace deleted?

      @o4kapuk Awesome, thank you.

      I’m panicking a little, so many good memories on that slack! (Even though we can’t go back and read them lol) And it is the main place to connect with the community. It almost feels like the game itself was deleted lol.

      I don’t know the reason it happened or if it is recoverable, but if it is not recoverable it might be a good time to consider a different solution (like Discord) so that we can keep chat history.

      posted in General Discussion
      Helam
    • Slack workspace deleted?

      Slack stopped working for me and I couldn’t get back in. When I go to screeps.slack.com it says the workspace has been deleted? Anybody know anything about this?

      posted in General Discussion
      Helam
    • RE: Game.cpu.generatePixel change

      @artch said in Game.cpu.generatePixel change:

      I still think we need a simple elegant solution here, not a whole lot of new API and inter-tick state data. Currently only two alternatives are on the table: cancelling intents or 10000 CPU cost. Let's discuss them.

      If these are the only two options I personally prefer the higher CPU cost.

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

      @artch said in Game.cpu.generatePixel change:

      I don't agree this isn't a real coding problem. The limitation is artificial, but so are any other gameplay limitations in the game. This limitation forces you to think what you would like to perform on this tick - game actions or pixel generation. And now the real coding problem is how to decide this. How to predict what is the best tick to call generatePixel. The criteria was very simple before: run it whenever you have spare 5000 CPU. It's just one if condition. Now this decision is a bit more complicated and involves more factors.

      This is not like other limitations in the game. Other limitations exist in the game world and the decisions involved are about what your creeps/structures should do in the game world to react to those challenges or limitations in the game world. The whole game is about writing code to make better decisions in the game world.

      This limitation or “decision” you want to introduce is very different because it takes you out of the world and you are basically choosing:

      1. Play the game this tick / participate in the world this tick
      2. Don’t play the game this tick / don’t participate in the world this tick

      This is not an interesting choice and it seems to go against the very purpose of the game.

      I believe many players have written their code in such a way that something useful is happening EVERY tick. I remember watching one of @Mototroller ’s rooms a long time ago and being so impressed that a remote mining creep showed up and moved into place on the exact tick that the previous creep died. It was beautiful in a way. There are many other types of things that can be optimized in similar ways that I believe many players have worked on. Skipping ticks entirely throws a wrench in all of this.

      Choices and limitations are good, but I think it is bad if one of the options in the choice is to stop playing the game entirely for a tick.

      Yes we can come up with complicated ways of deciding, but it places unnecessary complications on EVERY other part of your code, and still results in nullifying ALL of your code for a tick to perform one small action.

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

      I agree that more challenge should be introduced for generating pixels, but I wish it was challenge added into the world of the game, not an arbitrary limitation that will take away from other parts of the game.

      Make us interact with something in the world to generate them, put them inside walls so we have to tunnel to it, make us cooperate somehow to get them. Give us new things to do in the game world, don’t make everything existing more difficult for this.

      Or you could even bring this limitation into the game world and localize it so we generate the pixels in a room, and that room loses all actions, that way it could be used more creatively and without causing headaches for all of your code everywhere.

      Not all challenges are fun. This one does not sound fun to me.

      posted in News & Announcements
      Helam
    • RE: Screeps Arena Preorder

      @artch sounds great! I have some questions and feedback:

      Is the matching system inspired by Gladiabots? Have you played that game? It has a similar system where you play against different versions of AI of other players. I believe they call it a “ghost” of another player. Each ghost has it’s own Elo rating. It seems to work well in that game and I think it will work well here too.

      I would like to suggest another feature for Arena that is also in Gladiabots. It is a single-player campaign but the opponents in the campaign would be “ghosts” or “versions” of actual player code that was used in multiplayer (anonymously). (See https://wiki.gladiabots.com/index.php?title=Campaign For some small explanation). The code used in the campaign changes every season so it has replay-ability and adapts to strategies of the players over time.

      This was very fun in Gladiabots and I believe it would have a big benefit for Screeps Arena because of this:

      I know many people who have tried to play Screeps but want to be perfect or “ready” before they face other players. They spend too much time trying to prepare and sometimes quit before they ever even spawn into the public server.

      If there was a campaign similar to Gladiabots where you can face real challenges and progress in difficulty I think it would help retain more players with different play styles and different development styles.

      Just an idea, I thought it was brilliant when I learned how Gladiabots is doing this.

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

      I would prefer some other method of limiting it that did not result in a skipped tick. It feels like a breaking change.

      Battle in progress? Losing a tick can mean death. Use % on game time to do recurring tasks on an interval? Might get skipped. Optimize your creep size and spawning to arrive just-in-time for when the previous creep would die? Now it won’t get there in time because you might lose some actions along the way.

      There are probably several other cases that I cannot think of that might break from this. With this change it seems the best action to prevent breaking is to stop generating pixels completely. I realize the cases I mentioned can be coded around but it seems to be a glitchy requirement to have to consider.

      posted in News & Announcements
      Helam
    • RE: Error occurring every tick before my script?

      Was able to get this solved thanks to @o4kapuk

      posted in Technical Issues and Bugs
      Helam
    • RE: Error occurring every tick before my script?

      So uh.. I still can't do anything. I guess I'll open a support ticket.

      posted in Technical Issues and Bugs
      Helam
    • RE: Decorations update

      Sounds fun!

      I am assuming decorations crafted with a specific theme (for 2000 pixels instead of 500) will still only give 400 pixels back if you convert them back to pixels, is this correct?

      posted in News & Announcements
      Helam
    • RE: Error occurring every tick before my script?

      I didn’t make any changes when this started happening so I don’t know how I could have broken it. Code had been running fine for a long time with no changes when this started happening. Code pushes don’t seem to affect anything. Not even commenting out the whole main file like I mentioned. Seems to have been happening since Sunday (May 3rd, 2020)

      posted in Technical Issues and Bugs
      Helam
    • Error occurring every tick before my script?

      Hello!

      Started getting some error emails and went to check it out. Getting an error every tick and it doesn't seem to even be making it to my script. I tried throwing console.logs in various places (top of main loop, top of main file) and they don't get printed. Tried returning on the first line of the main loop. Tried commenting out the entire main file. Still get the same error every tick. Really weird.

      Worth noting that I didn't make any code changes when this started happening. Haven't made code changes for quite some time and these errors just started recently.

      See screenshot of error: 0_1588745172914_Screen Shot 2020-05-05 at 10.13.18 PM.png

      posted in Technical Issues and Bugs
      Helam
    • [UI] Respawn text and links

      Hello!

      Two small issues I noticed when respawning recently:

      1. Regarding the links in the “Oops! You lost” message that shows when you lose all your spawns. If you click them in the steam client it navigates to them inside the steam client instead of a new window and you can’t navigate back.

      2. The text in the warning message before you respawn needs to be updated as it talks about your structures becoming unowned but now they will be destroyed.

      Thank you for this game 🙏 🙂

      posted in Technical Issues and Bugs
      Helam
    • RE: Bad default zoom

      @artch So much better! Thank you!

      posted in Technical Issues and Bugs
      Helam
    • RE: Bad default zoom

      @xenofix said in Bad default zoom:

      I guess the zoom level is optimized for FullHD.

      Just replace "optimized" with "hard coded."

      posted in Technical Issues and Bugs
      Helam
    • Bad default zoom

      See the image. This is the default zoom level every time I enter a room. It is really annoying to have to zoom in and pan over every time I change rooms or refresh. HD Resolution is set to "Native." If I change it to "Upscaling" then the default zoom is fine but then it looks worse. Any chance something can be done to fix the default zoom to be different for different resolutions?

      0_1554008239779_Screen Shot 2019-03-30 at 9.55.10 PM.png

      Also occasionally the roads draw on top of the creeps.

      0_1554008462628_Screen Shot 2019-03-30 at 9.50.04 PM.png

      posted in Technical Issues and Bugs
      Helam
    • RE: PTR Changelog 2019-02-01: Power Creeps

      I don't like the power level cost of deleting power creeps. The cost should not scale so much, it would be easier to digest if it were a constant. I also don't like that deleting a high level power creep and deleting a low level power creep have the same high cost.

      @artch said in PTR Changelog 2019-02-01: Power Creeps:

      Each player has 30 experimentation periods initially, and we will replenish them from time to time when major balance changes occur.

      These experimentation periods do resolve (though somewhat artificially) the issues above, but would any of these replenish naturally over time, even without major balance changes?

      There will definitely be times when I (and probably other players as well) will want to do a massive change in code base or strategy, just for fun or to change things up. Losing potentially dozens of power levels to do this would be devastating, and in some of these cases I feel like I would rather respawn than lose those power levels.

      I would rather not have to respawn, but it does seem preferable to me over losing many power levels in some cases.

      Can we have our experimentation periods replenished when we respawn?

      posted in News & Announcements
      Helam
    • Notification email from another player?

      Yesterday (October 10, 2018) at 3:10 PM GMT-6 I received a notification email with the following content:

      1 notification received on shard0:
      [Priority 0] W44S27 storage and terminal full 
      

      The problem is I do not own that room, nor am I near to it, and my code does not generate messages like this. I believe that this must be a notification generated by another player and somehow mistakenly sent to me.

      Not really game breaking or anything and I don’t have any way to reproduce it but I just thought it should be mentioned.

      posted in Technical Issues and Bugs
      Helam
    • RE: Survival Leaderboard (Time w/o respawn)

      I guess really i'm more interested in something to paint a target on players who've been alive for a long time rather than something in which you can "rise in the rankings." Granted whoever ends up at the top of it would have something to brag about if they can stay there, but i thought of it less as something you can quickly rise in and more of a prioritized list of targets 😇

      posted in Feature Requests
      Helam