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    Posts made by SBense

    • Forced to Sacrifice to the Portal Gods

      More often than not, I'm forced to sacrifice a creep to the intershard portal gods. Which portal claims a creep appears to be random. As far as I know, I don't have any naming conflicts between the shards. This seems to be different than the older intershard portal delay, where occasionally a squad of creeps would eventually arrive creep-lifetimes in the future. I've not seen the sacrificed creeps be returned. Do the portal gods simply demand sacrifice now, or is there some technical explanation?

      • https://screeps.com/a/#!/history/shard0/W30N10?t=35921000 3 creeps https://screeps.com/a/#!/history/shard1/W20N10?t=24060573 3 creeps https://screeps.com/a/#!/history/shard2/W20N10?t=22276003 3 creeps https://screeps.com/a/#!/history/shard3/W20N10?t=15128911 2 creeps
      • https://screeps.com/a/#!/history/shard0/W30N10?t=35921330 3 creeps https://screeps.com/a/#!/history/shard1/W20N10?t=24061100 3 creeps https://screeps.com/a/#!/history/shard2/W20N10?t=22276540 3 creeps https://screeps.com/a/#!/history/shard3/W20N10?t=15129632 2 creeps
      • https://screeps.com/a/#!/history/shard0/W30N10?t=35922000 3 creeps https://screeps.com/a/#!/history/shard1/W20N10?t=24062139 2 creeps https://screeps.com/a/#!/history/shard2/W20N10?t=22277578 2 creeps https://screeps.com/a/#!/history/shard3/W20N10?t=15131063 2 creeps
      posted in Technical Issues and Bugs
      SBense
    • RE: Ramparts to public in uncontrolled rooms

      Agree as well. I'm not saying it's impossible. However, what is the difference between a player that has respawned, where the ramparts go public, and a player that has let their sub run out, gone zombie, etc. and lost all control of their rooms? The potential payoff (or lack thereof) in either situation is the same. Is slugging through old empire ramparts at shard0 tick times just to claim a room seen as a rewarding challenge? Are any players actually migrating to shard0 to do so? I haven't really investigated the other shards, I assumed that this really is not as much of a common situation elsewhere. Completely open to changing my mind, so I'd love to hear more thoughts.

      posted in Feature Requests
      SBense
    • RE: Ramparts to public in uncontrolled rooms

      That room is a single example. There are more with little to no payoff, they only serve to hamper expansion. Even in the case of that room, not really... unless you were starving for the Z. A storage full of unreacted minerals would be a payday for a newer player, but they more than likely don't have the means to pull down a 300M rampart in a timely fashion to make that worthwhile.

      posted in Feature Requests
      SBense
    • RE: Ramparts to public in uncontrolled rooms

      Agreed, but I'm not sure offhand that I've seen a recent case of a completely walled off room with HP high enough to cause as much trouble. Completely walled off rooms tend to be a new player single room tactic, not a larger empire tactic.

      posted in Feature Requests
      SBense
    • Ramparts to public in uncontrolled rooms

      Currently ramparts switch to public for any player that respawns. I suggest that this should also occur if control is lost for a room. If not in the case of losing control of a single room, then at least when a player loses control of all rooms on a shard. Shard0 is littered with collapsed empires where the player has not respawned, so we're left waiting for the decay or wasting resources (quite a bit in some cases) to reach the controller.

      For example:

      https://screeps.com/a/#!/room/shard0/E25S58

      posted in Feature Requests
      SBense
    • RE: Ability to permanently remove a non-constructed wall tile from a room (for an extremely high price)

      Could be neat to tie UO boosts into the ability, whether it be to boost tunneling speed or as a maintenance cost. Seems related (in my mind) and might add usefulness to what appears to be an under-utilized boost.

      posted in Feature Requests
      SBense
    • RE: Code doesn't necessarily run on other shards after creeps enter inter-shard portal

      Right, I found that if I have CPU dedicated to a shard, but no assets currently present on the shard, the code would not run until a creep had arrived and I re-uploaded the code. After that, as long as assets remained on the shard, the code would run as expected. If the assets were lost on the shard, the code would shut down and I'd have to jump start the process again with the next arrival. Otherwise, I think you'd be at the mercy of random code resets to get the code running again. I also had to delay creep memory writes from the intershard segment by a tick after the jump start or the memory write would get lost, but that could just be poor implementation.

      posted in Technical Issues and Bugs
      SBense
    • RE: Odd behavior after shard go-live

      Disregard, appears to be resolved.

      posted in Technical Issues and Bugs
      SBense
    • Odd behavior after shard go-live

      I'm currently seeing double posts in console for all console.log() messages. Also, terminals are transferring energy at negative cost. More surprising is I'm pretty sure the destination terminals had energy available prior to the shard go live. Not concerned about some missing energy at all, just pointing out some odd behavior with regards to terminals and the console. This is on Shard0.

      posted in Technical Issues and Bugs
      SBense