MMO = Massive multiplayer -- I understand that you start small and grow which is why I'm asking for a timeline, not just "the game should be huge now"
Posts made by stealth
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RE: Map expansion
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Map expansion
Can you (devs) give us some idea of an expansion schedule for the map? I feel like my screeps are constantly rubbing up against my neighbors. One of the things I am/was looking forward to is sending my screeps off to explore far away places. The density currently feels WAY too high.
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Potential for building outside rooms you own
I'd just like to get people's thoughts on making it possible to build in rooms that have no controllers. Perhaps just roads, walls, and ramparts.
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RE: Drag and Drop in Memory
Just thinking out loud, as it's all javascript, you may just be able to directly code javascript to send commands to the console line.
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RE: Drag and Drop in Memory
In a previous request, I asked for UI hooks to be able to read and write from UI elements in general.
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RE: Minimum starting hits for rampart
Again, it's not a problem, just have to write more code, but what I was looking for was basically 3+ decay cycles. (300 ticks) . I didn't see the upped decay rate thus the request for a simple 10 hit update..
I have to say, the nice short build cycle is better in many ways otherwise...
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RE: Minimum starting hits for rampart
This would also be better for newbies IMHO because there is less planning required for building vs fortifying... Not that its a lot, its just extra..
You have to remember what it was you were just building to see if you need to do fortification so that the structure doesn't just immediately die.. That's more complicated than just being a builder, building, then moving on to the next build site, and letting a repair creep find the lowest hits buildings and fortify them up.
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Minimum starting hits for rampart
I'd like to request that minimum starting hits for a rampart be changed to 10. This way there are a few extra ticks for creeps that do repair/fortify work to pick up the new structure that needs fortification, or if the builder creep is on the last of its energy, the structure doesn't just fade in so few game ticks. Yet this number is still low enough, that the ramparts will fade relatively quickly if they are not maintained.
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RE: findClosest filter returning null
Some copy paste issues made the timestamp look funny.. That is not the problem.. further relevant console log:
[7:30:31 PM][structure (extension) #55ae951130cf67df2ee4f12c]
[7:30:31 PM]found empty
[7:30:31 PM][structure (extension) #55ae97df319939ad194e601d]
[7:30:31 PM]found empty
[7:30:31 PM][structure (extension) #55ae9b6b319939ad194e61b8]
[7:30:31 PM]found empty
[7:30:31 PM][structure (rampart) #55aea0163fb1f94b7ef44dd3]
[7:30:31 PM]filtering non-extention
[7:30:31 PM]null -
findClosest filter returning null
The following code is returning null:
var closestEmpty = creep.pos.findClosest(FIND_MY_STRUCTURES, {
filter: function(object){
console.log(object);
if(object.structureType != STRUCTURE_EXTENSION ) {
console.log("filtering non-extention");
return false;
}
if(object.energy == object.energyCapacity) {
console.log("filtering filled");
return false;
}
console.log("found empty");
return true;
}
});Then my move code is not running because I am finding no empty extentions:
creep.say("T->E");
console.log(closestEmpty);
creep.moveTo(closestEmpty);This is sample console output:
[7:23:39 PM][structure (rampart) #55ae31712d4d0cd2192fd806]
[7:23:39 PM]filtering non-extention
[7:23:39 PM][structure (rampart) #55ae33ad605d966466cc46da]
[7:23:39 PM]filtering non-extention
[7:23:39 PM][structure (rampart) #55ae34f9ef678ef07f9fb159]
[7:23:39 PM]filtering non-extention
[7:23:39 PM][structure (rampart) #55ae3ca69dd8fde17f2646b2]
[7:23:39 PM]filtering non-extention
[7:23:39 PM][structure (extension) #55ae8eca3fb1f94b7ef44675]
[7:23:39 PM]found empty
[7:23:39 PM][structure (extension) #55ae951130cf67df2ee4f12c]
[7:23:39 PM]found empty
[7:23:39 PM][structure (extension) #55ae97df319939ad194e601d]
[7:23:39 PM]found empty
[7:23:39 PM][structure (extension) #55ae9b6b319939ad194e61b8]
[7:23:39 PM]found empty
[7:23:39 PM][structure (rampart) #55aea0163fb1f94b7ef44dd3]
[7:23:39 PM]filtering non-extention
[7:23:47 PM]nullThis code worked as recently as 12:00 PDT today, but now seems to not be returning a found extension.
Anyone else having a similar issue?
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RE: New terrain type request
It's just an idea. Not saying it is needed or anything. Games are just for fun. It was just a fun idea. I'm sure there are 1000 things that are more important. Also, right now my creeps have to walk around the "impassable mountains" . It would be cool if I could build roads over the mountains for more direct routes.
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New terrain type request
It would be cool to have a new terrain type "mountain" . It is not normally traversable. However, if you build a road on a mountain square, you can now traverse the mountain.
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Map getting a bit cramped
Have to admit, I've been wiped a few times now from not paying enough attention to my code base. Still, it would be nice to find a bit less contested area of the map to be able to restart in. Is anyone else feeling like we need some elbow room with a few more rooms of area opened up?
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What is the javascript engine that is running our JS code?
And also is/will Ecmascript6 be supported?
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End of season questions
When does the season "flip" to the next month? What happens when the season flips? Does the map re-randomize? Any other places to find this info documented?
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bug in findClosest
var closestEmpty = creep.pos.findClosest(FIND_MY_STRUCTURES, { filter: function(object){ if(object.structureType != STRUCTURE_EXTENSION ) { return false; } if(object.energy == object.energyCapacity) { return false; } return true; } });
When this code runs, if the extension is only accessible from above, then even if the creep is standing next to the extension, a different extension will be found to be closest.
If the extension is available from a different direction, but it would require travelling through swamp for instance, even if the creep is standing directly next to and above the empty extension, the longer path around can/will be used, and a different extension will be found to be the closest one.
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RE: When building, looks like site can't be completed when near max
It looks like the case is that I queued more buildings than allowed. Maybe you shouldn't be able to queue more build sites for structures your level doesn't allow? Specifically, extensions...
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When building, looks like site can't be completed when near max
I have a build site with some high WORK body part builders. It appears that build site is stuck in a state where it only needs 10 more construction points to complete. Since the next tick of build would build more than the max points, the building is not completing.. (This is for an extension). I could be wrong on the cause of this, just noticed the extension was 2990/3000 and builders won't complete it..
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RE: Events missing
just to clarify, I'm not proposing event triggers, I'm suggesting a message queue of events (and other user communication) that can be processed by the user each tick. see my other post linked in an earlier message