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    MaxPowers

    @MaxPowers

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    Posts made by MaxPowers

    • RE: Decorations update

      Chrome 83.0.4103.116 (Official Build) (64-bit)

      I can access the spinning box at webGL site, but the normal interface says I cannot enable webGL. Hardware accel is turned on in Chrome.

      The alpha version is a black screen with some of the overlay icons for manipulating the page. Zero visuals on the map or rooms, etc.

      I cleared cookies to get back to the normal view, but the alpha version is not going to work for me.

      posted in News & Announcements
      MaxPowers
    • RE:

      @smokeman Thank you, not a bug! I will rethink my body designs.

      posted in Technical Issues and Bugs
      MaxPowers
    • no screenshots, but I just watched my creep have unexpected fatigue...

      40 body parts: tough, move, heal, RangedAttack with the last 5 parts being MMMMH. It was at this point in battle vs Invaders that I noticed a sudden 22 fatigue after a move from/to plains.

      I would expect a fatigue of 2 (Heal) and move of 8 (4x Move) that the fatigue gauge would show 0, not 22. My creep did skip movement and the UI did reduce the fatigue counter, per turn.

      I have noticed other oddities with movement and fatigue, but this one was severe.

      If body parts are shot off, do I get charged for them anyway? Seems like a bug.

      posted in Technical Issues and Bugs
      MaxPowers
    • RE: Moving between rooms

      @maddokmike The rule of thumb is to keep your values low... I've heard 1 for plains and 5 for swamps, but if you add roads.... you can only use integers... I do roads =1 , plains=2, swamps=10, blockages(walls, non-walkable structures)=255

      255 is 'magical' and skipped by the PathFinder class.

      I tweak other stuff as my 'special sauce', but you get the idea.

      posted in General Discussion
      MaxPowers
    • RE: Moving between rooms

      costMatrix is all 2500 'spaces' having a numeric value representing movement cost. The API docs have sample code that will even visualize an overlay to help tweak it. It is an array of arrays (a matrice) with the movement cost as the value. The API example only looks at terrain.

      It is expensive to calculate, so consider storing it in memory and updating when the map changes (count structures every tick, also stored in memory - as an example of saving overhead when nothing changes).

      You can 'lie' about values such as future paths, construction plans, mark exits with a higher than natural value to keep creeps out, mark with a +1 if not inside your base, etc. It's your matrix.

      Once CM is stored in the rooms properties, other funcs could make temp overlays of where bots are, zones around enemies, etc. Don't save temp overlays.

      posted in General Discussion
      MaxPowers
    • RE: movement speed - from odd no. of parts

      roads are always 1... walls, swamps, and plains

      posted in General Discussion
      MaxPowers
    • RE: movement speed - from odd no. of parts

      most parts add 1 fatigue times terrain multiplier (road = 1, plain = 2, swamp = 10). Each MOVE cures 2 fatigue per tick.

      Look at the Creep section of the API docs for exceptions such as empty vs full CARRY.

      posted in General Discussion
      MaxPowers
    • RE: Moving between rooms

      @maddokmike It does actually ping-pong the creep. It depends on code logic, but it sees one room and makes a decision, then it acts on the decision next tick, but it is in the wrong room... probably many procedural variants to it. The exits auto-teleport, so if you don't step off of it, you get nowhere.

      The bots getting sucked out of a room may be due to using moveTo. I typically use PathFinder directly and put a little effort into building a CostMatrix for the room, which I store in memory and update whenever a structure goes up or comes down. I've noticed it stops my bots from wandering next door for no good reason and really improves the pathfinding.

      Also, I'm not perfect and my rapid development creep AI option uses moveTo until I circle back for optimizations.

      posted in General Discussion
      MaxPowers
    • Moving between rooms

      First post. Long time player with a huge pause in playtime... I figure I'd post a tiny bit of my own solution for one of the toughest problems newbies face... moving between rooms. A cursory check of the boards did not seem to cover this stumbling block.

      pseudocode -

      if (!NEXTROOM || x/y === 49 || x/y === 0){ return moveTo(new RoomPosition(25,25,NEXTROOM, {range: 10}); }

      I use this before (most) other AI code is run to help move blindly into a room and to avoid that weird door switching thing.

      It removes the bot from the exit, where the room scanning and movement gets messed up, or where saved paths no longer line up correctly.

      The arbitrary range of 10 accounts for moving into any configuration of walls within a room. There is always an plain or swamp at range 10 (for now).

      Once you get to the next room and are clear of the doorway... use your normal movement tricks.

      posted in General Discussion
      MaxPowers