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    MadDokMike

    @MadDokMike

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    Posts made by MadDokMike

    • RE: Thorium

      @marvintmb it is true that nukes are simple for attack code. However, obtaining and managing thorium does appear risky, and for inexperienced coders, it is going to lead to factories blowing up, buildings getting destroyed etc. Therein lies a challenge.

      maybe it could be less of a code break to make it a deposit, not a mineral

      posted in Feature Requests
      MadDokMike
    • RE: Thorium

      I think this idea is really good and well thought out. I'd agree we might want someone to math-hammer some of the numbers for balance, but I think you've captured the essence of how thorium could be cool.

      I'd like to add that we could have the REACTOR structure from the season, that provides some kind of economic boost. Most of your above use cases are military.

      Maybe the reactor produces power/energy. or maybe it buffs all your structures. Hard to not have a cross-over with power creeps here though.

      I also think that the nuker should still need Ghodium as this is a boost. It might also be easier to add to existing store code, to have 3 resource slots instead of 1 special slot that holds G/T.

      posted in Feature Requests
      MadDokMike
    • RE: Is moveTo the enemy of cpu ?

      thanks. looks interesting and advanced. Also does RawMemory.foreignSegment, mean you could "hack" your enemies, if you can access their internal memory.

      posted in General Discussion
      MadDokMike
    • 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 😀

      posted in General Discussion
      MadDokMike
    • 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

      posted in General Discussion
      MadDokMike
    • 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

      posted in General Discussion
      MadDokMike
    • 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.

      posted in General Discussion
      MadDokMike
    • 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 ?

      posted in General Discussion
      MadDokMike
    • 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.

      posted in General Discussion
      MadDokMike
    • 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 ?

      posted in General Discussion
      MadDokMike