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    Portpoise

    @Portpoise

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    Posts made by Portpoise

    • RE: Separate "code spaces"

      UPDATE: This has been implemented as per this post: http://support.screeps.com/hc/en-us/articles/203852251-New-feature-code-branches?page=1#comment_200263891

      Thanks Screeps Team! You guys rock!

      posted in Feature Requests
      Portpoise
    • RE: Thoughts on Changelog2015-07-27

      I'm not super impressed by the road decay changes either. I think a better solution would be some kind of "road budget" whereby each room has a predetermined limit on the number of roads you can build. This could be a constant or could be a formula based on Room Controller level, GCL, number of extensions, etc.

      Having a quick decay rate makes the game less enjoyable for those of us who appreciate the "base building" aspect of the game. And having gigantic increases in HP for these structures to counterbalance the decay rate doesn't really help.

      Just my 2 cents.

      posted in General Discussion
      Portpoise
    • ID of object in inspector

      Just noticed that the "properties inspector" now shows the ID of the object in question. Awesome!

      posted in General Discussion
      Portpoise
    • Creeps have conflicting names

      I've observed (more than once) creeps being assigned the same name (this is when passing undefined into the spawnCreep method). This results in one of the creeps being inaccessible when looping through the Game's list of creeps (since it is a map).

      posted in Technical Issues and Bugs
      Portpoise
    • RE: Be able to set controller level in Custom mode

      @Artem that's perfect! Sorry I must have missed those, but that is exactly what I was looking for. Cheers!

      posted in Feature Requests
      Portpoise
    • Custom memory inspector widget(s)

      It would be really nice to have the ability to define "widgets" that appear in the info bar (on the right side of the screen) when clicking on an object.

      As an example, all of my creeps have a memory.role = "XXX" where XXX is used by my code to determine their behaviour.

      Rather than resorting to the console (or memory watch) to see what role (or other memory data) the creep has, it would be nice to have this appear as part of the "inspector" UI.

      Example:

      Game.inspectors = {
      "creep": [
      "role",
      "..."
      ],
      "spawn": [
      "..."
      ]
      ]

      Would define "inspectors" for creeps and spawns. (Replace ... with whatever memory.XXX keys you are interested in).

      And if you wanted to get really fancy you could even define "control types" for each field i.e. gauges, icons, coloured text, etc. to specially format this information.

      posted in Feature Requests
      Portpoise
    • Separate "code spaces"

      It would be nice to have different code in play for simulations than what is running in the game. Right now changes you make to the simulation are used in the real game and vice versa. This makes it difficult to prototype new AI in the simulation without interrupting your "known good" code in the real game.

      Separate spaces for code would be:
      1. The game
      2. Tutorial
      3. Survival
      4. Custom mode
      1. Player 1
      2. Player 2

      posted in Feature Requests
      Portpoise
    • RE: Be able to set controller level in Custom mode

      This would be nice to have for the sole purpose of being able to test AI behaviour that is aware of the controller level. For example, your code may do things differently if you have a controller level of 8 vs. 1. Getting the controller to this level by upgrading it (as per normal gameplay) simply takes too long.

      posted in Feature Requests
      Portpoise
    • Tear-off button should be disabled when there are unsaved changes

      1) Make changes to your script but don't save
      2) Click the expand/tear-off button (top-right)
      3) Make changes in the new window

      The changes you made are not reflected in the new window. This makes it possible to get into a state where you have two script windows each with different content.

      The tear-off button should be disabled if there are unsaved changes -or- the new window should include the uncommitted changes.

      posted in Technical Issues and Bugs
      Portpoise
    • creep.harvest fails when used with Source from memory
      function do_harvester(creep) {
      
          var sources = creep.room.find(FIND_SOURCES);
      
          if (creep.memory.source === undefined) {
      
              creep.memory.source = sources[0];
              return;
          }
      
          if(creep.energy < creep.energyCapacity) {
      
              // this line works fine
              creep.moveTo(creep.memory.source);
      
              // CRASH!
              creep.harvest(creep.memory.source);
          }
      
          // do more stuff here
      }
      

      This causes an error message in the console:

      TypeError: undefined is not a function
          at Creep.harvest (/opt/engine/dist/game/creeps.js:186:21)
          at Object.module.exports [as behaviour] (harvester:37:9)
          at main:124:11
      
      posted in Technical Issues and Bugs
      Portpoise