No. You cannot participate in the MMO server without paying some amount of money.
Posts made by riggs
RE: InterShardSegments for each shard rather than a shared one.
There's already an event log, so if ISC (inter-shard communication) pipes leveraged it, creating an event handler for messages would be trivial, and far saner than async access to shared memory. (Not to mention that message-passing is widely viewed as safer than synchronous shared memory access...)
RE: Update/rework of the ATTACK part's hitback damage
- Re-purpose the Tough Body Part - With this suggestion we would remove the hit back of attack parts entirely and move that over to the Tough body part. This would function like the "Thorns" stat in Diablo and other similar games/mechanics. This could hit back every target or limit it to the number of Tough body parts the creep owns similar to my suggestion 2. Obviously cost and damage values would need to be tweaked.
Newbie, here, but FWIW I like this idea of
ATTACKdoing only what it says on the tin, and either turning
THORNS, or adding a new part that reflects, say, 10% of damage (at a greater cost than
RE: Simultaneous Actions Clarification
I understand what the image is attempting to convey. It still does a poor job of it, and doesn't even cover all of the things a creep can do (such as move). It also implies you can't
dropin a single tick, but then the example below contradicts that. Which is it? What does the caveat "When the total energy amount is not enough" actually applied to?
Also, for a page titled "Simultaneous execution of creep actions", I would expect something about how actions of different interact. I specifically want to know if the order that the actions (of all creeps) that are produced in my code is precisely the order they are applied, especially with regards to movement.
Simultaneous Actions Clarification
New player questions. The official docs on Simultaneous Actions are not especially clear. The image and the code example seem to contradict each other. There is no mention of order of execution. (Presumably it follows the code?) What about hostile creeps/towers? (If a tower shot would kill my creep, but it also heals itself enough to still have hp, what happens?) What does it mean when build & repair listed in all three 'rows'?
I'd rather not have to test/read the source in order to understand the action system, so I'm hoping there's a better description written up somewhere.