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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
    • 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

      posted in General Discussion
      MadDokMike
    • 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?

      posted in General Discussion
      MadDokMike
    • RE: what if you could tunnel into another room?!

      ye for sure, it would feel like a wasted investment in walls, if someone tunneled around. i think being able to build in enemy rooms could up pvp options. like building remote turrets. stealing E from their mines etc. building annoying walls that block paths

      posted in General Discussion
      MadDokMike
    • what if you could tunnel into another room?!

      Hi, So you can currently create road tunnels through natural walls. Its very expensive and only worth it to save a huge travel distance otherwise. Cool concept. What if you use the same technique to tunnel to the edge of your room and create a room exit point. This could make some really interesting PvP opportunities. You could tunnel into another adjacent player's room.

      I guess the energy cost would need to compete with the cost to destroy walls

      posted in General Discussion
      MadDokMike
    • RE: is dismantle useful ?

      Ohhhh. Interesting

      posted in General Discussion
      MadDokMike
    • RE: is dismantle useful ?

      yeah thats what it seems, but as an attack function, surely it does less damage than attack(), using attack body parts ? So i still don't see how it is useful really.

      Other than to remove roads in a room you don't own maybe, but use for mining.

      posted in General Discussion
      MadDokMike
    • is dismantle useful ?

      so it seemed a good idea, to dismantle structures I no longer needed; get the energy back, minimizing waste. However, it doesn't seem to be an effective way to get energy. 50% of repair means 1 energy for every 200hit points.

      Is this useless ? how do others use it ?

      posted in General Discussion
      MadDokMike
    • RE: Newbie Shard instead of Newbie Zones

      We could have a shard or section of shard 3 which only allows you to stay untill X gcl. Essentially a training ground. Once you reach the gcl you have to leave. Then you must create a spawn amongst higher level players, but you have matured code.

      I also like the idea of npc creeps invaders rooms strength being determined by the GCL of nearby rooms. This way npcs will clean up the rooms for you

      posted in General Discussion
      MadDokMike