I'd like some stuff my creeps on MMO could show off instead Like a banner or something!
Posts made by Orlet
RE: Draft: Seasonal server
While I generally like the idea of seasonal servers, I don't truly agree with the pricing model right there. Namely, having to pay for both access and cpu sub to be competitive not only sounds like pay-to-win, but also like double dipping to me. It just feels... wrong.
Here's my ideas on how you could go about this to make it a bit more fair to everyone:
- Drop the cpu sub effect on seasonal shards. Leave it to be MMO specific, and allow everyone on the seasonal shards pay for entry, and have a specific cpu limit (say 100 for everyone). This puts everyone on equal footing (isn't that the goal for the seasonal servers?). Adjust the access cost/seasons pass accordingly, if needed.
- Keep the sub cpu effect, but create completely separate shards for cpu-unlimited (normal 300 cpu cap) and 20-cpu shard, each with their own, separate leaderboards. This way we'll have equal footing for the subscribers and non-subscribers, leaving them to compete against their equals. Maybe even have separate goals for each of the shards?
RE: Pathfinder cannot find path within one room
Luckily I know A* very well. But I always thought there are two implementations in screeps. One PathFinder written in C++ by General and a JS JPS version, which is the default in
moveTo. The C++ PathFinder could be activated as default for moveTo by
PathFinder.use(true), which is deprecated now. Did something change here? Is JPS still the default path finder or is it all
It's been the
PathFinderby default for everything for a few years now.
RE: StructureNuker.ghodium property is broken for newly (post-patch) built nukers
This issue has been fixed with yesterday's path, thank you.
RE: construction site (terminal) was broken by enemy creep when move trough him
Indeed this is the intended behaviour, and the only way to remove unwanted construction sites that are not your own. To prevent such site stomping you can build a rampart first around the place you're going to build a more expensive structure at.
RE: On the defensive power of strongholds
Agreed on the overly steep difference between the Lv4 and Lv5 stronkholds. But I also do have a feeling that Lv5 only seems strong now, until someone can figure out how to cheese it...
Still, I'd love to have a few extra levels to bridge the gap between these.
StructureNuker.ghodium property is broken for newly (post-patch) built nukers
It would appear that the
.storeupdate has broken the old
.ghodiumproperty for nukers built after the Oct 15th patch.
> Game.getObjectById('5da6ffc57f19355e9360bac7').ghodium < 0
Current (broken) behaviour:
> Game.getObjectById('5da6ffc57f19355e9360bac7').ghodium < undefined
Rooms with confirmed broken nukers this way:
shard3/E31N13. Both were built shortly after the patch.
As a result, code relying on older
nuker.ghodium < nuker.ghodiumCapacitybehaviour for refilling falls flat on its face and nukers just sit there empty.
RE: Newb question: What RCL level is required for SK harvesting?
Those invaders can be T1 boosted in the SK rooms and T3 boosted in the portal room.
Invaders can be T3-boosted in both SK and portal rooms.