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    Topics created by likeafox

    • Any new features for MMO?
      Feature Requests • • likeafox

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      No one has replied

    • Solved Can't see rooms in Discord.
      Technical Issues and Bugs • • likeafox

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      @Kamots gave me a direct link to join and that worked. Thanks guys.
    • Update Market History.
      Feature Requests • • likeafox

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      Re: Game.market updates please Please.
    • Access keys and CPU unlocks
      Feature Requests • • likeafox

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      I guess for current tokens they'd have to away everyone Math.ceil(currentTokens / 10) "new" tokens as people have paid for these.
    • Increase Lab Productivity - Increase results and decrease number of intents.
      Feature Requests • • likeafox

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      +1
    • In Game inventory Trading
      Feature Requests • • likeafox

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      The 15 day hold is only for steamid not using steamguard for the last 7 days (at least that is how I read the hold notifications). So in about a week I should be able to trade on steam instantaneously.
    • Toggle On/Off for decorations
      Feature Requests • • likeafox

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      After staring for some time I saw the lines that should distinguish constructued walls are there, but the if color is same lightness as wall decaroration they almost disappear. I think good solution will be use wall decorations border color for that lines. Or adjust the lightness of lines correcponding to walls decoration color
    • Request: More Links
      Feature Requests • • likeafox

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      @MrFaul The idea would be the first you described. A structure the player builds and that gives access to a virtual room wide storage. I didn't have anything special in mind for the upkeep, just hit decay like containers.
    • Change How Powerlevels/creeps work with deletion and experimental periods.
      Feature Requests • • likeafox

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      I like this idea I am no were as high power level as fox but it does seem very excessive to take a level to delete a PC. Something must change.
    • Operate Link
      Feature Requests • • likeafox

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    • Tradable 1 Day tokens
      Feature Requests • • likeafox

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    • Power enabled should be a scale(1-5) instead of Binary(off/on).
      Feature Requests • • likeafox

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      Y'all are thinking too small. We need a list of PWR_* to enable them. We could do that for body parts and boosts as well. </sarcasm> OK. seriously now. I'm not on a shard with Tigga and I've been playing off and long enough that I have reasonable defenses. So I might be biased. But this same thread recurs frequently. New feature X is imbalance because some player could use it to destroy someone who hasn't added code for X yet. But what I see in practice is buggy code, both on the attacker and defender, which means attacks are fairly infrequent (at least on shard0 and 1) and most sieges end when someone finds a corner case your code doesn't handle yet. Imagine when ranged attack parts were introduced and replay the power creep fears. I hear the anti-power complaints, maybe they'll become problem, but they can be nerfed WHEN that happens. Put two mature code bases up against each other in a 100% battle (not an alliance war that is whole other level of mess). Or if power creeps attack become trivially superior and mass extinction results. Now for a concrete example. Tigga destroyed a room with a spawn disrupting power creep. But watch the replay. Tigga didn't win because the defending room couldn't spawn anything. Tigga won because the creep spawning in the room glitched out when one of the spawns stopped working as the code expected.
    • Power Abilities Adjustments. Labs/Spawn/Storage/Terminal and Regen Mineral.
      General Discussion • • likeafox

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      Fixing the mineral problem should be as simple as changing line 8 in src/processor/intents/mineral/tick.js to if(!object.mineralAmount || object.nextRegenerationTime). Then disable the checks on the power allowing it to be applied anytime. This preserves the mechanic that minerals don't start regen until it is depleted while allowing PWR_REGEN_MINERAL to be as useful as PWR_REGEN_SOURCE.
    • Solved Boosting 'Bug' fix with No testing, No announcement, and working 30% of the time.
      Technical Issues and Bugs • • likeafox

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      @duckymirror said in Boosting 'Bug' fix with No testing, No announcement, and working 30% of the time.: A child exists too before it's born. Yes, but to heal child you will give a medicine to mother, but not a child. This is a philosophical question and one can argue long about this.
    • Solved global._init.global._start Error
      Technical Issues and Bugs • • likeafox

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      I believe its some Object with an id, which is not a valid game Object, and then some JSON.stringify fails. It could be either some console.log with a JSON.stringify (or elsewhere), or you put some whole objects into memory, which after a while gets invalid.
    • Boosting with L,Z,K,U,G
      Feature Requests • • likeafox

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      I remember being intimidated about boosting initially as well. However, my experience was different. get mineral harvesting working get distracted by other pressing needs panic about full terminals quickly hack up some code to sell minerals on the market. Use my new found credits to manually buy tier 3 heal boosts Ruthlessly smash my neighbors with boosted healers. I think the boosting via the market flow is good enough. A tier 0 boost flow could still enhance the game, but it is not strictly fixing a problem the current flow doesn't already cover. Other thoughts on tier 0 boosts. To be clear each boost will only apply to a single body part type. It won't be possible to have U boost both attack and harvest. Either G, OH, ZK, and UL should either all be tier 0 boosts or none of them (None is probably the right choice since they all require reactions anyway). I like the consistency of using O, H, and X as well as Z, U, L , and K as tier 0 boosts (make sure that minerals in your first few rooms always are able to boost something). tier 0 boost should be LESS than half as good as tier 1. Again the point of tier 0 is get a player going while still providing a strong incentive to use the regular boosts. The tier 0 boosts should target noob tasks. Absolutely no TOUGH, HEAL, or dismantle boosts. I don't think upgrade boosts should be available as tier 0 boosts either. Upgrade boosts are the most commonly used boost and keeping them as tier 1-3 provides a good incentive to write reaction or market code. Probably no MOVE, ATTACK, or RANGED_ATTACK boosts, since new players don't really need to be attacking or defending with more than towers and unboosted defenders. That leaves: harvest repair build carry
    • Super Structures and Creeps Idea.
      Feature Requests • • likeafox

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      Just to add some of my opinions to this discussion. As others have mentioned, I feel power creeps are super creeps. That avenue is not worth exploring imho. The idea of super structures has been proposed and discussed over time. I have a few comments, some high level and some on the specific proposed structures. First, I'm not a big fan of super structures because they either centralize empires (if 1-2 structures of a type per player) and/or add another advantage to entrenched players. I'm against centralized empires because it limits the style of play. Currently it is perfectly feasible to run a decentralized empire across multiple shards and locations. Once you add unique per empire structures, there's a need to build around that location to better protect it. The other issue is that I'm in favor of veteran players having the advantage of better developed code bases (already a huge advantage), providing veterans with more and more options to "invest" their resources besides GCL and Power creates an ever wider rift between old and new. Second, regarding some of the practical suggestions: I'm strongly against teleport or similar structures. The "local" nature of the screeps world is an absolutely essential aspect of it. Portals and frog hopping already provide players with plenty of options to get to a specific locations if they wish to. We do not need extra mobility or power projection. Temple. Why cancel out the current game challenge of bypassing the 15 cap? It's a good, healthy coding challenge for players. Super terminal - centralizes empire (see above) - partially covered by power creeps already. Missile silo. This one is funny. I personally treat my military creeps as missiles. It's not clear what "problem" this is attempting to solve and feels like a bitch to balance.