Navigation

    forum

    • Login
    • Search
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    1. Home
    2. SteveTrov
    • Flag Profile
    • block_user
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Groups
    • Blog

    SteveTrov

    @SteveTrov

    87
    Posts
    4344
    Profile views
    0
    Followers
    0
    Following
    Joined Last Online

    SteveTrov Follow
    SUN

    Posts made by SteveTrov

    • So long and thanks for all the fish

      The latest update has seriously broken my code and so I have cancelled my sub. I havent really played much for some time but I always intended to return at some point.

      I dont understand the logic of the RoomPosition change, break a load of code to save a little memory.....

      So feel free to loot any of my rooms of anything of value that u might find there.

      My sub ends at the end of the month but I expect my defenses are already broken along with everything else so happy looting.

      posted in General Discussion
      SteveTrov
    • RE: Super Structures and Creeps Idea.

      My proposal for a super structure is a portal generator. Only 1 per player, very expensive to build 1M+ energy + minerals?. Costs energy and G to open and maintain a portal. A portal takes 20000 ticks to open and is visible to all players whilst is opening. Once open the portal can be used by any player in either direction like the portals in SK rooms. Portals last 20K ticks. For a number of reasons players wouldnt be able to open portals between shards.

      This would provide a way for players to wage war across much larger distances. Forcing a portal to remain open for a number of ticks prevents hit and run attacks with no option for retaliation.

      We could also add functionality to allow the creating player to extend the life of the portal by adding more resources but this shouldnt allow the creating player the ability to close the portal without warning

      posted in Feature Requests
      SteveTrov
    • RE: I am holy because i code.

      Well you seem rather pissed of about something.

      IIRC you ran a K-bot, that is normally the worse of the open source bots because it attack indiscriminately and can be a big problem, particularly for newer players. However, you were one of the "better" k-bots in that you actually seemed to have control over your bot and I didnt see it attacking indiscriminately.

      However, I agree with @wtfrank & @Atavus that the game should be played by players writing code. I was involved in the discussions about whether or not open source bots should be banned and I agreed that this was one for the community to handle. as long as those conflicts say in the game and do NOT turn personal.

      Its a sandbox game and can be played in any way you or I like.

      posted in General Discussion
      SteveTrov
    • RE: Randomize caravan loot

      as @wtfrank said, upgrade boosts are the highest priced on the market, they also have by far the highest volume so selling them is relatively easy (on shard2 at least). I will endeavour to always have T3 boosts for you to buy with the proceeds.

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

      @artch What if we allow building roads on walls,

      Why would we do this when we can build ramparts with roads on them for the same price as a wall & road with slightly higher maintenance.

      Or are you suggesting sappers ie building tunnels in hostile bases.

      posted in Feature Requests
      SteveTrov
    • RE: Respawn areas appearing suddenly

      Calling @o4kapuk sounds like one for you!

      posted in General Discussion
      SteveTrov
    • RE: claiming an abandoned room

      Once you have claimed the room, you are able to destroy() any structure in the room whether or not it is owned by you. So there is no point in removing the structures before claiming unless they are blocking the controller.

      posted in General Discussion
      SteveTrov
    • RE: Partial Boosts

      I have an attack type that I call blitz that would benefit from this feature.

      The idea is that I spawn a number (normally 3) large T3 dismantle creeps and do as much damage as possible to the enemy ramparts before they can get defenders out hopefully breaching them.

      Once the enemy spawns defenders these creeps are useless

      But this feels rather niche, and as o4kapuk said for most usecases its only slightly better than using recycle.

      posted in Feature Requests
      SteveTrov
    • Cool-down inconsistency

      I noticed today that the cooldown on the mineral extractor is not 5 ticks as advertised but is actually 6 ticks. The tick after I harvest the cooldown is 5, then it counts down to 0 before I am allowed to harvest again.

      Initially I thought this was a bug in my code, but looking at other peoples bots and chatting to other players this seems to be the way it is.

      There are some other cooldowns that are not as advertised as expected. structure decay happens 1 tick earlier than expected. E.g. roads decay every 999 ticks.

      Lab cooldowns seem to be as advertised, although some of the documentation needs updating.

      Is this a known issue? Its not exactly game breaking, but mineral harvesting being 20% slower than expected is non trivial.

      posted in Technical Issues and Bugs
      SteveTrov
    • RE: Terminals and Credits seem overpowered

      @tigga said in Terminals and Credits seem overpowered:

      31 nukes on the terminal.

      I wonder if anyone has 31 RCL8 bases close enough to an enemy room to do this?

      posted in General Discussion
      SteveTrov