I have a single room on shard2 and the last three nights I've noticed that there will be long stretches of time where every other tick takes about eleven seconds. I'm used to the occasional long tick but having the server switch between normal ticks and long ticks every 2-3 minutes isn't normal.
Posts made by hyramgraff
Long ticks on shard2
RE: Ramparts to public in uncontrolled rooms
If you assume that you can consistently dismantle with 40 work parts per tick (2 creeps, each with 20 work parts), then at current tick times on shard0 a max HP wall can be removed in a little under nine days. (Wolfram Alpha calculation) That seems like an easily reachable stretch goal for a new player that's already gotten an RCL 6 room.
You can probably even make more energy from the dismantling than you spent on the creeps, but that doesn't count the opportunity cost of not having those work parts get eight times more energy from harvesting sources instead.
Overall, I'm not sure that this change is actually needed.
RE: Make the limits of the maps connected to the opposite rooms (Like Earth)
Imagine if every map of Screeps would be like planet Earth but with the shape of a Square, the rooms in the limits of the map could connect with the ones in the opposite direction (limited to 1 shard).
What you're proposing isn't actually like Earth. Earth is a sphere but you've proposed a torus (aka a doughnut).
RE: Code doesn't necessarily run on other shards after creeps enter inter-shard portal
@wtfrank Even with zero CPU allocated to a shard, you should still have a CPU bucket that you can draw from. However, if you have zero CPU allocated to that shard, the bucket will never grow it will only deplete.
RE: RCL 4 Boosted Invaders
@Gankdalf I agree that it's ridiculous that a level 4 room can spawn a group of boosted invaders. But there are also tactics to counter a invader spawn that are equally ridiculous.
If you're worried about the balance implications on a private server, I think the best solution would be to mod the server.
RE: RCL 4 Boosted Invaders
I believe that all invaders will suicide if all of your creeps are dead and they have access to the room's spawn. When a group of invaders spawns in a low level room, the most energy effective way to deal with them is to just kill all of your creeps and start re-spawning everything.
RE: Building a rampart on top of an invader prevents killing it
@artch I've been able to do a little more testing of this and I've discovered that:
rangedMassAttackdoes not damage an invader on top of my rampart and does not damage the rampart.
rangedAttackdoes damage an invader on top of my rampart because it does damage the rampart.
This is a surprising inconsistency between the two methods.
Building a rampart on top of an invader prevents killing it
Part of my code automatically replaces ramparts when they are destroyed. Normally a hostile walking onto a construction site will destroy it but if you create a construction site on top of a hostile creep then it's still possible to build it. (This has been the case for a long time.)
What's new to me is that when I build a rampart on top of an invader, a mass ranged attack from a creep on an adjacent tile isn't damaging the invader and the rampart the invader is standing on isn't destroyed. I don't remember seeing this happening before so something seems to have changed.
Here's a replay link of it happening on shard2: https://screeps.com/a/#!/history/shard2/E19N3?t=4001420