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    Topics created by Tigga

    • Season 2 feedback
      General Discussion • • Tigga

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      I guess I will write my thoughts also. I wasn't here for first season so this was my first take on seasonal, but I am not new player also, I was playing around 2018-2019 and then had a break from, game, so I jumped in with two years old code. Overall I did surprisingly better than i expected (got 16-th place). Place brackets was too wide for my taste (mb cause of that was, that there wasn't too much player competing), but around beginning of second month I figured out that I have no chance to get into top 10 (at least with time I have on hand for codding), but in the same time I was pretty sure I don't drop bellow 30 place. That caused I started to lose interest in fighting for better place. I wish there was more incentivise for fight for each place. Highway walls was pain for working with, but I liked it. My code for getting around them was crappy, but that was mostly because i had more pressing issues with my 2 years code that I was in need of fixing. I don't mind if for them to be in next season, and i even want them. I liked gathering score, and overall it wasn't too hard to get it started, so I think it was easy enough to start getting them for more freshly players. As Tigga said, boosting was problem this season from my perspective. As player with no alliance or in game friends it was hard to compete for high places. I was missing market. I know it was for better to disable it, for above reason, but maybe enable it to trade with "npc"? So you can trade resources that you have too much for more needed ones. It sure should be balanced, so there is still better to plan rooms for mining desired resources, but at least you could have something to do with all that oxygen and hydrogen. Also, you can transfer that code for persistent server. Also, factories would be more viable that way. Not much feedback but i want to share also: yea, Tigga was extorting me, but overall I didn't end to badly with that barging compared to players that got totally wiped out and needed to respawn. I think it was good deal for me (I didn't have chance to fight since my war code was pretty non-existent at this point of game). I even enjoyed it somewhat (Stockholm syndrome? xD) I think it can be nice addition to game, but to that happen, big players need to have harder time to control large spans of territory.
    • Disable default notifications
      Feature Requests • • Tigga

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      It would be nice to be able to have option to enable notifications for player attacks vs invader attacks.
    • Unsolved Cannot use 0 as a default public segment
      Technical Issues and Bugs • • Tigga

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      Was still there, so i made a PR. https://github.com/screeps/driver/pull/46
    • Optimization for checkStructureAgainstController
      Feature Requests • • Tigga

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      Did this ever make it into the game?
    • Unsolved Server issues
      Technical Issues and Bugs • • Tigga

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      I have a guess. If MMO uses multiple clusters or containers that runs players code, maybe sometimes ballancer picks wrong instance for particular player and alternates that between different ticks. Maybe hash collisions
    • Unsolved Math.floor in invader generation
      Technical Issues and Bugs • • Tigga

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      Is anything happening about this issue?
    • Solved Deposit and power bank on the same tile
      Technical Issues and Bugs • • Tigga

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      Thanks, won't happen again.
    • Unsolved isActive returns false on stronghold buildings
      Technical Issues and Bugs • • Tigga

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      No one has replied

    • Only spawn one deposit per room
      General Discussion • • Tigga

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      No one has replied

    • On the defensive power of strongholds
      General Discussion • • Tigga

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      @zortea said in On the defensive power of strongholds: @tigga said in On the defensive power of strongholds: They always did. I don't see anything in the souce to suggest this has changed recently. @tigga said in Right now it is very easy to take down a L5 stronghold with two nukes and loot 3/4 containers.: Then I don't understand how you can clear a L5 stronghold with 2 nukes like you said a few months ago. Right now the repairer will fully repair its entire damage. Do you mean just use the nuke as a distraction for the repairer? ~9 months ago there was a change where repairers went from bredth-first unproritized repairs to depth-first prioritzed repairs. That was an improvement, but really just means you need more nukes. Nukes are cheap.
    • Solved Room edge bugged
      Technical Issues and Bugs • • Tigga

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      @o4kapuk said in Room edge bugged: @tigga Thanks for the report, it will be fixed as soon as possible I think it may have been fixed already by https://github.com/screeps/engine/commit/889d6e25d4a3bb54c4d5245e0420645220f8f9b0
    • Unsolved Order of operations issue with stronghold deployment
      Technical Issues and Bugs • • Tigga

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      @tigga I'll double-check this, thanks
    • Solved When shards are known to be broken...
      Technical Issues and Bugs • • Tigga

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      Well I don't think we can figure it out now, it's 1:20 AM here. Something is misconfigured badly in our Redis instances. Will investigate tomorrow morning.
    • Encouraging more combat at high GCL
      General Discussion • • Tigga

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      i was giving some thought again to this topic, and i come with some not code-breaking ideas: limit ramparts to 1M at RCL8 give PowerCreep Operator PWR_OPERATE_RAMPART (can be instead of OPERATE_TOWER) Range 3 usable on controller Increase Rampart max Hits in Room to 5M/15M/30M/45M/60M level 1/5/10/15/20 duration 800 / 1600 / 3200 / 4800 / 6400, cooldown 900/1800/3600/5400/7200, 100/500/1000/1500/2000 OPS cost ramparts with hits above hitsMax decay 1% of hits per tick Lower max ramparts would somewhat prevent turtling behind multiple rows of 100M ramparts, nukes a more viable use case now, and defending against them requires a little more than just having 15M rampart, or spawning repairer or two to build them up. With this change my expectation would be that there would be more combat : more breaches through ramparts (due their lower hits) more use of Power Creeps due to their new defense capability more use of nukes since no-one would have the default 5M/15M protection on every room 24/7/365
    • Pull across room boundaries
      General Discussion • • Tigga

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      @davaned When a creep moves from a non-exit tile onto an exit tile the creep's fatigue is set to 0. https://github.com/screeps/engine/blob/92a3fffee65d547f12f5a99940c6155d9482a254/src/processor/intents/movement.js#L242 if(utils.isAtEdge(move) && !utils.isAtEdge(object)) { fatigue = 0; object._fatigue = 0;
    • Solved Creep with 1622 TTL
      Technical Issues and Bugs • • Tigga

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      There was a server-side crash that caused some short-timed data inconsistency. The cause is identified and solved. It affected shard2 only. We're sorry for the inconvenience.
    • Deposit respawn seems a bit generous
      General Discussion • • Tigga

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      Upon further thinking I've decided I quite like how I think it works. It emphasises territory control (something players have requested) as you need to be able to harvest the entire 19 "bus" rooms of your sector to be able to set up a proper deposit farm and managing your farm requires quite a lot of effort and has multiple strategies. These strategies extend into the factory design - high tier commodities need fewer deposits and more power levels.
    • Solved PTR - PWR_GENERATE_OPS does not work
      Technical Issues and Bugs • • Tigga

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      I re-enabled PWR_REGEN_SOURCE on PTR and it's working now.
    • Solved Power creeps seem to cause graphics issues
      Technical Issues and Bugs • • Tigga

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      @tigga the fix is deployed, thank you for the report. For private servers, it's available since version 3.3.1
    • Solved renewCreep returns OK when renewing claim creep but does not renew
      Technical Issues and Bugs • • Tigga

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      Should be fixed currently