What happens when safe mode ends and two creeps are on the same tile?
Tharit
@Tharit
Posts made by Tharit
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RE: PTR Changelog 2016-09-23
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RE: Reinstate newbie walls for new players
It might be reasonable for newbies. But imagine attacking a high level room with boosted creeps... making them have 1hp means you could just as easily kill them instantly instead, because there will be no chance to heal them, and no chance for them to move to another room. Safe mode is annoying enough already, in that it can be reactivated without cooldown in novice areas, basically making rooms unattackable for multiple days straight.
Also, if one reason for safe mode was easier pathfinding, I think it just wouldn't make sense to set all creeps to 1hp, because it would be way to risky to path through a safe mode room then. Sure, with the new system it would be high risk but possible compared to not possible at all with the old system.. but I think nobody would want to risk costly creeps being killed.
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RE: PTR Changelog 2016-09-21
Artem, I think there is a misunderstanding here. I think Puciek was talking about players "attacking" new players that are still in safe mode by just spawning lots of creeps with 1 move, and use them to block there sources, or spawn. There is no multi accounting involved
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RE: PTR Changelog 2016-09-21
This is considered an abuse, report such activity and abusing accounts will be blocked without refund.
Seriously? I do NOT think that should be considered a bannable abuse. It clearly is some kind of grief playing, but it is obviously in no way prohibited by the game mechanics. And it was kind of obvious that this is possible with the new protection mechanics. While I personally have not tried it, I already saw several other players do it... and when I first read the patch notes I immediately thought that the newb walls were a MUCH better protection because of this issue.
So if this is NOT allowed, then imho the mechanics should be changed.
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Two Creeps on same tile
It seems that when a creep is moving to the tile above a spawn, and in the same tick the spawn finishes spawning, both creeps end up on the same tile.
This can be observed here:
Tick before: https://screeps.com/a/#!/history/E12S57?t=13468029
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RE: Weird behaviour when observing unavailable rooms
Okay, I just now realized that "Game.map.isRoomProtected" returns true for these rooms.
Maybe the description/documentation should be updated to include this, as it just talks about the newbie walls.
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Weird behaviour when observing unavailable rooms
As one of my rooms is close to an area that has not yet been opened ("Not available"), I "accidentally" used an observer to look into one of these rooms.
It seems like basic functionality such as room.find(FIND_SOURCES) works as expected; I can enumerate sources, the controller, minerals, and so on.
However, when using room.lookForAtArea(LOOK_TERRAIN), ALL of the tiles return with type = "wall".
This does not appear to be documented, and seems a bit weird to me.
If the room is "not available", it should not be observable in the first place.
Or there should be some flags / functions somewhere to CHECK if it is available, so that I can ignore these strange results.Or am I missing something?!