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    Posts made by sparr

    • RE: Screeps Discord?

      I am not a fan of either service due to their proprietary nature. I would much rather screeps have an official IRC channel(s).

      posted in General Discussion
      sparr
    • RE: Add respawn and novice zone countdowns to controllers (or even a boolean)

      I support the Room property idea, but thought I'd add another option in case it's wanted... This could be a method of Game.map

      posted in Feature Requests
      sparr
    • Client display of creep/extension/spawn energy

      It feels like the yellow circles displayed in the client have their radius/diameter scaled in proportion to how full the creep/structure is. It would be more visually accurate if the area (square of the diameter) scaled instead.

      posted in Feature Requests
      sparr
    • RE: Market Credits question

      I think you could also buy a subscription token for $$$ and then sell it for credits.

      posted in General Discussion
      sparr
    • RE: NPC Events

      it seems weird that this post isn't in the changelogs category on the blog. made it hard for me to find.

      posted in News & Announcements
      sparr
    • RE: Matryoshka creeps

      It is very common for the state of the client to be weird if you lose your network connection or sleep your computer or pause your browser thread. You're seeing a creep that was there in the past, and a creep that is there now. Just reload the page or restart the client.

      posted in Technical Issues and Bugs
      sparr
    • RE: ERR_NO_PATH when creep moveTo flag in another room

      I also saw this misbehavior with swamps, when I was playing the game 8-10 months ago. I never managed to pin it down, but that was before the server was open source. I hope someone can solve this soon.

      posted in Technical Issues and Bugs
      sparr
    • Exclude/deprioritize aggressive sectors in world_start_room

      On shard1 a relatively capable player has "claimed" the northwest corner of the map, a bunch of respawn sectors. I spawned 6 rooms away from them and they quickly came over to kill me. I expect they are doing the same to anyone else spawning up there.

      Where this becomes a problem is that three of the top five "suggested" start rooms I see when I load the game or click to see a new area are all in those sectors. New players are being herded into this bad first experience.

      Maybe keep track of how many players get killed in a sector, and show that sector to fewer new players?

      posted in Feature Requests
      sparr
    • RE: New Creep Property - orders

      The way most people implement this sort of thing is to override the prototype methods for the orders and have them save some state when they get called. You can also do things like updating available energy at that time.

      posted in Feature Requests
      sparr
    • RE: 10-CPU-Club

      I would enjoy playing in a 10-cpu-only world.

      posted in General Discussion
      sparr
    • RE: Game.getObjectById() returns null when passed the source.id of a source in an unclaimed room.

      Post a screenshot of this happening when you do it in the console?

      posted in Help
      sparr
    • RE: [StructureLab] runReaction extremely expensive

      šŸ™‚ @ link to source code with bug report!

      posted in Technical Issues and Bugs
      sparr
    • RE: Interesting novice area

      I started on the border between NATO and Thunderkittens, in a novice zone created in the wake of a small war. It took about half of my 20 days to demonstrate that I could write at least passably competent code, and then one of the adjacent alliances invited me to join them.

      I think part of the problem is whatever game mechanics lead to there being huge swaths of unclaimed territory in the middle of mature neighborhoods. Those spaces SHOULD be full of smaller players, at the very least. Bigger players emptying out territory they aren't going to exploit should be disincentivized in some way.

      posted in General Discussion
      sparr
    • RE: Ability to sync code between private servers

      What happens if you make the local client script directories for each server be symlinks of each other?

      posted in Feature Requests
      sparr
    • RE: Method to determine that room is in Novice area

      Wouldn't your code still fail in the same way if a player built a wall all the way across an exit? What's special about novice areas, here?

      posted in Feature Requests
      sparr
    • RE: What's the official markup for code blocks in this forum

      I never thought to click that button because it's just the "show formatting/unprintable" icon from other apps šŸ˜•

      posted in Help
      sparr
    • RE: Creep Boost discussion

      First thought off the top of my head, considering only the straightforward +100/200/300% boosts, not the trickier ones with lower bonuses but efficiency increases...

      BoostingĀ a MOVE part with +100% fatigue reduction is roughly equivalent to adding another MOVE part to the creep. 30 units of ZO plus 20 energy gets you a similar value to 50 units of energy for another MOVE part.

      Boosting a HEAL part with +100% healing effectiveness is roughly equivalent to adding another HEAL part to the creep. 30 units of LO plus 20 energy gets you a similar value to 250 units of energy for another HEAL part.

      By this metric, 1 ZO is equivalent to 1 energy, but 1 LO is equivalent to 7.66 energy.

      A very straightforward attempt to rebalance this would change either the mineral cost or theĀ % values to standardize this equivalence.

      Taking the MOVE/CARRY boosts as a baseline, here's how +100% boosts would change (either a lower % or a higher cost):

      MOVE costs 30 ZO or +100% bonus
      CARRY costs 30 KH or +100% bonus
      ATTACK costs 60 UH or +50% bonus
      RANGED_ATTACK costs 130 KO or +23% bonus
      HEAL costs 230 LO or +13% bonus

      The other sorts of boosts are tricky, but this would at least be a start, and this idea could be somewhat applied to them.

      posted in General Discussion
      sparr
    • add topic to posts list on this forum

      When I view the "Posts" list, I see posts from every topic. I'd like to know which posts are from which topic, so I can ignore the public server posts.

      posted in Feature Requests
      sparr
    • RE: NPC Buy Orders are gone

      Perhaps in the future changes like this could be phased in? Instead of flipping a switch, make the change gradual, over the course of a week or more.

      Also, it would be nice if we could at least get a list of game systems you're considering making unannounced changes to. This is the sort of thing someone could have invested significant strategic and coding effort into, to be wasted now by an unexpected change.

      posted in Technical Issues and Bugs
      sparr
    • RE: NPC Buy Orders are gone

      Previously, NPC buy orders would sit around in the market for hours. Now they seem to disappear pretty much the same tick they are created.Ā It is no longer reasonably possible for a newbie to begin participatingĀ in the NPC market manually, which I think was previously very common.

      posted in Technical Issues and Bugs
      sparr