And that sounds like a bug because this means you are never able to send one energy. In which case, a better response would be for transferEnergy to either throw an appropriate error or take the cost of 2nd energy from the link if available (seems convoluted).
Puciek
@Puciek
Posts made by Puciek
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RE: Link doesn't fill up target link, stuck at 799
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Link doesn't fill up target link, stuck at 799
As you can see in replay link: https://screeps.com/a/#!/history/E36S32?t=14525440 despite the near-sources links transferring to the near-controller link, it doesn't fill up to 800. Instead it seems stuck at 799.
I wanted to see what's going on there; maybe some decimal value snuck in there somehow but no luck:
```Game.getObjectById('5797e8674596861a413fe9aa').energy
799```I also checked with Laszlo, owner, and his code doesn't specify amount in transferEnergy, so it must be somewhere in game code.
Thanks for looking into it!
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RE: PTR Changelog 2016-09-29
To bring some ideas from chatting in slack about it:
1. Something is needed to make the transition smoother. As it is PTR cannot reliably be used for it as it's a major pain in the ass, for multiple reasons. One suggestion that surfaced is that maybe, way before deployment of this patch, provide us with a call that will give us a number of how much fill current flags cost under the new system. Something like Game.future.flagsWillCost() that returns the amount of CPU used to parse the flags with the new way.
2. We still want some way to visualise code and memory on the grid in an easy way, but without the cost. I love the idea that dissi suggested around the first page for icons which player creates themselves and most likely has to recreate them every tick so they won't be again used as free memory storage.
3. In CPU fairness, there should also be, very soon, implemented a way to stop players from paying for reset-storms. This is something we don't control, and yet is affecting our CPU and buckets on a regular basis, sometimes to the brink of shutting people down if they don't have code to handle that unexplained surge in CPU usage. Right now we are getting more and more cost thrown at us, fair enough, but can we in exchange have the costs we are not responsible for removed? It's fair that we pay for healthy-server reindexing, but it's not that we pay for server issues.
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RE: PTR Changelog 2016-09-29
I kinda like it, but can we at the same time remove the high creation cost of them, so they will be more in line with how memory works?
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RE: Reinstate newbie walls for new players
The only person not in need of walls would be a newbie in an empty area. And that will only last this long, as sooner or later someone will spawn in and, if he wants, block the heck out of that person. So yea, every new player should, as very first action, mine and put 1hp walls at all the exits, as this is a very smart, cheap and easy thing to do. But then we are exactly where we were before, but with new players having one more thing to learn and worry about.
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RE: Reinstate newbie walls for new players
So every new player very the first action should be to put a wall at each room exit? Then I struggle what would be the harm in placing them for that new player in the first place, what is the benefit of burdening players with it, when instead they should focus on getting basic economy running as the click to 20k race ticks?
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RE: Reinstate newbie walls for new players
I think you underestimate the impact of moving from the sim, not to mention tutorial, to the real world. Because sim is only as good as what cases you will create in them, and how many cases can a player with no actual play experience create in there to prepare? Even if you are diligent through the tutorial, did it twice (like I did) and kept referring to it as you go through the first code, you will spend hours before everything is running. And it will be running too poorly to get you that tower before old walls would expire in most rooms.
But alas it's not my call to make whether you want to make it easier for new players to join the game or not. What worries me that the player base is already shrinking each month, and very soon we will have more members in #general on slack than total players in CP leaderboard at end of the month.
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RE: Reinstate newbie walls for new players
Yes Artem, that is all true, we can ask all players to spend days in sim preparing before playing in the game and then sitting for hours in their first day fixing bugs anyway, just to keep alive. And then spend hour more to deal with someone doing that, because that is something not covered in sim. Of course this won't work for someone who has out of screeps obligations and can't sit for hours on end adjusting to all the unpredicted stuff, that person will simply come back next day to colony making no progress and being on verge of protection mode without tower up.
There needs to be a point where this game need some newbie accessibility over "oh it's simple once you know how to do it and that you know it is going to be a problem", and I would say that walls were good at providing that.
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Reinstate newbie walls for new players
As much as I like the reinforced mode, I highly dislike it's impact on newbie zone. We already have people on slack (and it is multiple talking, who knows how many are affected) where the very moment a new player spawns into a green zone he gets horde of 1move (or another cheap combo) creeps swarming into the room and being major pain in the ass, from blocking spawns to resources, controllers, routes, etc. A picture is better than thousand words:
And granted, a newbie can spawn an attack creep and kill them, but that is stretching for a new player. Even in the old system, with 20k of serenity, many struggled to get to the tower before protection expired, and now they are also expected to code in attack creeps? It makes the game that is much less welcoming to new players, while not affecting respawns of "veterans."
That is just too much, can we get newbie walls back after a respawn till a better solution is available?
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RE: PTR Changelog 2016-09-21
Thumbs up on that! Although it would be really good to have automatic detection of that and killing offending creeps (plus maybe notifying staff) as new player who are mostly affected by that already will not know to report it and will get upset, potentially quit, instead?