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    Mirroar

    @Mirroar

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    Posts made by Mirroar

    • RE: StructureNuker is not a valid creep.withdraw() target.

      On thing you currently can do if you don't plan to use the nuker any more: Destroying it will cause all stored energy and Ghodium to drop to the floor, so you can try and pick up as much of it as you can.

      posted in Technical Issues and Bugs
      Mirroar
    • RE: Leaderboard by unique code

      While I somewhat like the idea, this is also a bit detrimental for those that share their code for others to use. You have no way of determining who the "original author" of the codebase is, everybody that uses it gets the same amount of credit that way, no matter how involved they were in creating that code.

      posted in General Discussion
      Mirroar
    • RE: Error in Storage since build 29

      Thx for the info, Artem. I was stuck with an empty db.json, and replacing it with the File from `server\node_modules\@screeps\storage\db.original.json` (using Steam) enabled me to start the server again without having to completely reinstall the game.

      posted in Private servers
      Mirroar
    • RE: Trying to for each towers
      for (var tower in towers) {
      // ...
      }

      gives you the structure's index within the tower's array.

      Try something like this:

      for (var id in towers) {
      var tower = towers[id];
      // ...
      }
      posted in Help
      Mirroar
    • RE: Google Deep Mind?

      -somehow double-posted, sorry-

      posted in General Discussion
      Mirroar
    • RE: Google Deep Mind?

      Well, at BlizzCon 2016, a Google employee shared that the Deep Mind team is now working together with Blizzard Entertainment on connecting their AI to Starcraft 2. So they're certainly working at getting Deep Mind into RTS games.

      posted in General Discussion
      Mirroar
    • RE: PTR Changelog 2016-09-19

      I definately agree this has good parts, but will take some rethinking for established players. Currently a lot of my CPU goes in to remote mining and I've been working on optimizing my code so I can exploit more rooms, while trying to find the best rooms to exploit and get rid of less profitable ones.

      This change will force me to reconsider which rooms are profitable, but that will also free up CPU that I can use on other things.

      I'm not sure it will keep higher level players from trading. You'll still have an excess of some resources and a shortage of others, so it makes sense to sell some and buy others.

      posted in News & Announcements
      Mirroar
    • RE: PTR Changelog 2016-09-19

      My main gripe with this is that it will greatly reduce the effectiveness of remote mining, especially when you're just starting out and can't reserve a room. We'll see.

      I actually like the mineral changes. Now that market is live, it's otherwise too easy to get the minerals you want, and thus the highest level of boosts.

      posted in News & Announcements
      Mirroar
    • RE: Find closest across rooms

      It would theoretically be costly if you already have a list of all the objects you are interested in. But it will be CPU-costly.

      You can use http://support.screeps.com/hc/en-us/articles/207023879-PathFinder#search and pass it an array of targets even across multiple rooms. It will then give you the path to the closest target.

      posted in Help
      Mirroar
    • RE: notifyWhenAttacked on constructedWall doesn't work

      I can confirm this. I currently use creeps to dismantle some of my old walls, and have them call target.notifyWhenAttacked(false) before doing anything. Yet I get emails about my walls being attacked.

      I can also replicate this in the console. On a rampart:

      > Game.getObjectById('57c9a4ff98f0d97072bdebef').notifyWhenAttacked(false)
      < 0
      > Game.getObjectById('57c9a4ff98f0d97072bdebef').notifyWhenAttacked(true)
      < 0

      I see the checkbox correctly trigger off and on again.

      When I do the same with a constructed wall, the output is similar:

      > Game.getObjectById('57a1e78accdfa2861a6cc1a0').notifyWhenAttacked(true)
      < 0
      > Game.getObjectById('57a1e78accdfa2861a6cc1a0').notifyWhenAttacked(false)
      < 0

      Yet the checkbox does not toggle.

      posted in Technical Issues and Bugs
      Mirroar