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    Posts made by KyraLee

    • RE: Restricted-use Emoji

      How about we let the devs tell us what emojis are off limits instead of trying to make more up on our own?

      posted in General Discussion
      KyraLee
    • RE: Unremoved Novice Zone Walls

      Looks like they are all gone now. Someone fixed it I guess?

      posted in Technical Issues and Bugs
      KyraLee
    • Unremoved Novice Zone Walls

      Would someone be able to investigate why we still have a few novice zone walls up in this area on S3?

      https://screeps.com/a/#!/map/shard3?pos=33.661,-16.194

      Some of the highway walls still show up on the mapview(non alpha) and in the actual rooms too.

      posted in Technical Issues and Bugs
      KyraLee
    • RE: Increase Lab Productivity - Increase results and decrease number of intents.

      Isn't this exactly what the power operate_lab does?

      OPERATE_LAB Increase reaction amount by 2/4/6/8/10 units. Effect duration 1000 ticks. Cooldown 50 ticks. Range 3 squares. Consumes 10 ops resource units. Required creep level: 0/2/7/14/22.

      That increases lab output, and presumably input, but does not increase number of intents, other than activating the power every 1k ticks.

      posted in Feature Requests
      KyraLee
    • RE: Change default market text to have any useful information

      @o4kapuk Not to me. It actually shows useful information without requiring additional interaction.

      posted in Feature Requests
      KyraLee
    • RE: Decorations update

      Well I am going to have to agree with some of the above posters about room visuals. They really affect the readability of the room to the human player. There have been several rooms that I have to really study just to determine where the swamps and natural terrain are. Obviously the code doesn't have an issue with it but the human player might. That is going to really hamper people if they need to do some emergency coding.

      Looking at the world map with the room visual alpha mode on I can see an unsightly patchwork of various room visuals. Honestly it just looks ugly to me. I would greatly like the ability to turn all of this stuff off.

      Regarding the Steam market, is there anything you can do about selling pixels on there? Currently the lowest price we can sell pixels for is $0.01 where as you(the devs) are selling them for $0.0012. There is absolutely no way we can compete with that. If that is the way you wanted it to be designed then so be it. If that is the case, there may as well not be a market entry for individual pixels.

      posted in News & Announcements
      KyraLee
    • RE: Steam game client doesn't exit properly

      Did you open the API docs through a link in the Ingame client?

      posted in Technical Issues and Bugs
      KyraLee
    • RE: Horrible cpu usage on shard1

      It looks like mine is doing much better as well. I am curious as to what caused these issues across all shards.

      posted in Technical Issues and Bugs
      KyraLee
    • RE: Horrible cpu usage on shard1

      I am seeing similar results as well. Shard 1-3 is displaying similar graphs despite drastically different CPU allocations. It looks like a 10-20% average increase in CPU usage with large uneven spikes in multiple places. Hopefully something can be found and resolved to fix this.

      posted in Technical Issues and Bugs
      KyraLee
    • RE: Can we just rename the spawn in an easier way instead of destorying and rebuilding it?

      Well for one you do not want your code to rely on hardcoded names precisely for the reason you just described. Things happen and spawns get destroyed, your code should be able to handle things like that.

      That said I do not know why spawns could not be renamed. It's odd that it's the only structure that actually requires a name to begin with.

      posted in Feature Requests
      KyraLee
    • RE: Draft: Seasonal server

      @artch said in Draft: Seasonal server:

      Your lifetime subscription will unlock full CPU on the seasonal server. Entrance fee has nothing to do with CPU, it just gives you access to the season.

      I want to see if I have this right. We have to have bought the base Screeps game, plus also purchase access to the Seasonal server? If you want more than 20 CPU in either the MMO server or the Seasonal server you also need to buy a CPU subscription?

      I am assuming people will need more than 20 CPU to be competitive on the seasonal server, correct?

      posted in News & Announcements
      KyraLee
    • RE: The New Homepage

      Well I to go directly to https://screeps.com/ when I login to my web browser. That is what is saved as one of my most visited sites. I would click on docs if I need to see the API, status if stuff was broken, or click on world if I needed to go into the game.

      Regardless if it is a landing page, a homepage, or an art project it is used as a portal to multiple sources of information for multiple people. For some that functionality has been impaired by the recent changes. Going to https://screeps.com/a/ would indeed still get me the info I need, but I do not always want to load into the game world. It takes longer to load(much longer if "units" are displayed), and I highly doubt it will actually load if the servers are having an issue.

      This game requires MANY resources to properly play that are outside of the actual game client and world, having a proper portal to access those resources would be greatly appreciated.

      posted in General Discussion
      KyraLee
    • RE: Changes to unboost and renew will cause issues.

      I use the two input labs to unboost creeps. Those never have a cooldown timer so they work well for unboosting. You won't save all of your boosts but you will save some.

      posted in General Discussion
      KyraLee
    • RE: Draft: factories and commodities (new crafting/trading mechanic)

      Expiring orders that have 0 Remaining should not return any credits. Those orders could also have a shorter expire time since they are filled. Expiring orders that still have some remaining should return a portion of the credit cost but also take longer to expire so that they can possibly be filled.

      I like what I see on the resource compression mechanics. With the cooldown be the same to decompress as it is to compress?

      posted in News & Announcements
      KyraLee
    • RE: Remove signs automatically when declared as Newbie/Respawn zone or a someone respawns in a Room

      When I started as a new player on Shard 1 the newbie zone was covered in signs from 2 years previous and telling everyone not to try and claim rooms. Pretty sure it was an Overlord bot signature. It was off putting and sort of scary for a new player. Was I invading someone's space? Where they going to come attack me? I decided to roll the dice and take my chances. Turns out I was completely safe, but I didn't know that at the beginning.

      When you are a brand new player just fresh out of the tutorial the game world and newb zone are the first things you see. When you are looking for your first room all you can see is player's badges near you and the text on the controller. You have no idea who signed that or if they will take offense to you being there.

      Removing the text from newb zone controllers isn't going to hurt any established player and may potentially help a new player. This isn't about us current players, it's about the future ones. I don't see why there is any push back on this at all.

      posted in Feature Requests
      KyraLee
    • RE: Market Usability: communicate effect of each compound

      This was requested pretty much the same day the new graphics went live. I too wish we had this in the market screen.

      posted in Feature Requests
      KyraLee
    • RE: Wrong badges in world view

      This has been reported several times. One day they will get around to fixing it.

      posted in Technical Issues and Bugs
      KyraLee
    • Claim Part Boosting

      I dug around quickly and only saw a single topic about claim part boosting from around 3 years ago. I wanted to bring the conversation up again since quite a few things have changed since then.

      Possible boosting options include

      • Increase the amount of ticks removed from an enemy claim when using attackController
      • Increase the amount of ticks added to a friendly reserve when using reserveController
      • Decrease the cooldown on subsequent attacks when using attackController
      • Decrease the fatigue generated by claim parts
      • Increase the range of the actions enabled by the claim part

      I understand that most of these options are quite powerful and the cost for these must be quite high to justify that. So the mineral paths I have chosen as a starting point should hopefully reflect that. Below are two different paths that could be used as starting points for the devs to balance with.

      T1 Compound - 20 Tick cool down

      • G2 = G + G or GHO = G + OH

      T2 Compound - 40 Tick cool down

      • G2HO = G2 + OH or GH2O2 = GHO + OH

      T3 Compound - 160 Tick cool down

      • XG2HO = X + G2HO or XGH2O2 = X + GH2O2

      I know these formulas break the general conventions for mineral progression but I didn't want to create a new mineral that would have to be added somehow. There is also a good argument to use unprocessed power in here somehow instead of all minerals. That would again show that this is a powerful boost with a high cost.

      Let me know what you all think!

      posted in Feature Requests
      KyraLee
    • RE: Draft: factories and commodities (new crafting/trading mechanic)

      @orlet That only works if there are players buying. If this system fails for some reason or in 5+ years there are a lot fewer players to buy things, then the new person needs a place to sell things. Those NPC buy orders need to exist to make sure the game system stays sustainable.

      posted in News & Announcements
      KyraLee
    • RE: Moving the boosting mechanic into the spawning mechanic

      I would like to see this as well. It does present a balancing issue with the low RCL boosts though. That may be something worth discussing.

      As an aside - removing NCPs should not be a Dev issue unless they become a huge problem. They are playing, and hopefully paying, customers. NCPs are a player defined issue, created by players, and should be "solved" by players.

      posted in Feature Requests
      KyraLee