thanks. looks interesting and advanced. Also does RawMemory.foreignSegment, mean you could "hack" your enemies, if you can access their internal memory.
MadDokMike
@MadDokMike
Posts made by MadDokMike
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RE: Is moveTo the enemy of cpu ?
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RE: Is moveTo the enemy of cpu ?
@likeafox wow, you are clearly operating in a different ball game with 450 haulers ha. What are the heap and segments. Are they a screeps thing or a js thing?
Some good info here. Thanks people
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Is moveTo the enemy of cpu ?
Hi,
So in parts of the docs and the helper popups, it is repeated that moveTo, or more over the path finding code underneath, uses a lot of CPU. I have gotten the point where my CPU is getting to 17/20, I have a few rooms. So i am looking for targets to reduce that CPU. An obvious one, is do more with less creeps, however once you hit that limit, should I be putting time into movement code. It seems like a lot of effort to me, to solve this problem, when I could be doing more interesting challenges.
MY question is, have people found this to be one of their biggest challenges as they expand, have they implemented custom code to get around path finding over head? Or is there other hidden things to look out for with higher CPU?
Would it logically follow that a distance further away, would take more CPU, to calculate the path finding for?
Cheers
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RE: Encouraging more combat at high GCL
ah, yes true. well maybe if you could build then in reserved rooms, then that could provide a tactical approach; allowing a player to set up a "base of operation" just next to the attacker's room. It provides a place to pipe in resources from your main rooms. This way, you can still cut the enemy off from their external hauler mines. It also provides defender the fun of counter attacks. Give the defender a motive other than turtle
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RE: Encouraging more combat at high GCL
What if a creep could drop shield/rampart in enemy rooms. Taking a high-level room is a multi-day affair. Much like in real life, when you besiege a castle, you build ramparts and your own defenses outside the enemy city. Allowing the attack to build like a "mini-base" would give the attacker some more staying power. It could be used to reduce distance problems too. some rough ideas:
- build walls/ramparts in enemy rooms
- maybe small towers (artillery)
- containers
- maybe even a small spawner
- an inter room link
All the above would need to be maintained. It would require a good bit of code, which brings the challenge. This would make it much like a real world siege. Maybe you can even build ramparts in any room. This would allow you to starve enemy rooms of their energy pipelines. Again, like a real-life siege, you block off the castle's supplies, to starve them out.
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RE: Moving between rooms
ooh ok. just looked it up. So the idea being, you would mark your roads low and areas you don't want creeps going into, really high, so they try to avoid them ?
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RE: movement speed - from odd no. of parts
thankyou. that helps. so i'd need 4 move for 7 parts. also does a swamp with a road just become normal road speed ? it seems to. So goes from 10 to 1.
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RE: Moving between rooms
by a costMatrix, do you mean defined paths/roads that the creeps should follow instead of recalculating every 5 ticks with moveTo ?
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movement speed - from odd no. of parts
So the documentation states, due to rounding that ATTACK,ATTACK,ATTACK,MOVE,MOVE will move at 1sq per 2 ticks due to round, makes sense because 1.5 rounds to 2. what about when its less that 1.5 like 1.33 etc. eg:
7 work, 3 move on a road. which i think comes out as 1.1666
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RE: Moving between rooms
thanks for the code! I've noticed that weird ping pong teleporting between rooms. Is that just a display bug or is the creep literally flicking through rooms ? I've noticed it messes with builders and fixers when walls and roads are close to the edge. Does this interrupt creeps actions. i.e. do they just get stuck?