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    Posts made by Myzaree

    • RE: Cannot use moveTo, harvest, or transferEnergy on target stored in memory

      I'll just leave this here, it is a helper function that deals with the room position issue without needing to use the Game.getObjectById function:

      /**
       * @param {number|object} x
       * @param {number} [y]
       * @param {string} [roomName]
       * @returns {RoomPosition|boolean}
       */
      var getRoomPosition = function (x, y, roomName) {
          if (!x) return false;
      
          if (typeof x == 'object') {
              var object = x;
      
              x = object.x;
              y = object.y;
              roomName = object.roomName || object.room;
          }
      
          return new RoomPosition(x, y, roomName);
      };
      
      global.pos = getRoomPosition;
      
      // Usage:
      creep.memory.target = creep.room.find(FIND_SOURCES)[0];
      
      creep.moveTo(pos(creep.memory.target));
      
      posted in Technical Issues and Bugs
      Myzaree
    • RE: Mysterious error without stack trace

      I got an email about a large number of those errors. Something has definitely changed since it has rendered some of my units broken. There will definitely be some code repair when I have the time. Hopefully what JustMonkeyCode has said is true, because I would like the main game to follow the survival training rules, where global is a variable you can define globally into.

      posted in Technical Issues and Bugs
      Myzaree
    • RE: How is everyone dealing with the CPU limits?

      Concatenating makes a lot of sense to do. Let you keep things organized, but keeps things quick on the game's side.

      posted in General Discussion
      Myzaree
    • RE: How is everyone dealing with the CPU limits?

      I'm definitely finding improvements caching more information. Especially when it comes to some of the require statements. However, I would personally like to avoid having to write a pathfinding algorithm, and I look forward to seeing the internal improvements to pathfinding.

      With that, there is still wild variations in what the cpu is reporting. A spread of a +/- 10% would make sense, but there are spikes that make that spread hard to deal with when trying to find optimizations.

      posted in General Discussion
      Myzaree
    • RE: How is everyone dealing with the CPU limits?

      Will love to see the pathfinding script enhanced. Making my own pathfinding algorithm isn't high on my list at the moment. The current pathfinding really does eat at the CPU, especially when you're coordinating 100+ creeps.

      posted in General Discussion
      Myzaree
    • RE: How is everyone dealing with the CPU limits?

      A quick addition, I'm at a loss for figuring out why there is so much variation between rounds. Running the same "find" command over 10 rounds can be as low as 0.5 CPU or as high as 15 CPU, when one would assume the time should have a much smaller spread. This is true for almost all functions I've tested using the built in CPU checks.

      posted in General Discussion
      Myzaree
    • How is everyone dealing with the CPU limits?

      I regularly exceed my CPU limit these days despite refactoring and optimizing a number of times. I've been doing benchmarking trying to fully understand the CPU limits and what counts the most against it.

      Some things I've found are the "canCreateCreep" and "isNearTo" checks seems more CPU intensive than just letting the "createCreep" or "move" functions fail. It also appears that "find" with a filter is greatly superior to "lookForAt".

      What are some things others have found for cutting down on CPU cost?

      posted in General Discussion
      Myzaree
    • RE: Unable to build link through interface

      Excellent, working well now, thank you!

      posted in Technical Issues and Bugs
      Myzaree
    • RE: Knee-jerk reaction to 2015-05-27 update

      Overall I think the changes will improve the game. I like the new extension system, mainly since it reduces the number of creeps to complete the same task, saving on cpu and bottlenecks.

      Spawns now only holding 300 energy is going to be a difficulty to overcome in terms of the ability to recover from a mistake. However, if links are able to hold a good amount of energy, that issue can be remedied.

      The need to repair walls and ramparts up to their max is quite time consuming, but I do like the ability to increase defenses. I do agree this is made in favor of defenders, it is too early to tell how it effects balance though.

      I would love to see an interface to help with coding in IDEs. I found a repository that has some of the functions, but it is very outdated now. https://github.com/Garethp/ScreepsAutocomplete

      posted in General Discussion
      Myzaree
    • Unable to build link through interface

      Currently I am unable to build the new link structure using the interface. When I try to build the construction site, I get no feedback as to what is the issue. The "choose location" indicator turns white, but no other feedback is received. I'm eager to see how the new link object works with the spawns unable to store much energy now.

      posted in Technical Issues and Bugs
      Myzaree