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    Trepidimous

    @Trepidimous

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    Posts made by Trepidimous

    • Seaons API docs need a little update

      It looks like there's no generate pixel command on seasons,

      [10:04:32 PM][shardSeason]TypeError: Game.cpu.generatePixel is not a function

      which is fine but the seasons api docs still shows it.

      https://docs-season.screeps.com/api/#Game.cpu.generatePixel

      I'm fearful about other features that are assumed to be included because nobody said that they weren't like power, invader cores, factory elements, etc.

      posted in Technical Issues and Bugs
      Trepidimous
    • RE: Factories, new resources, NPC Strongholds

      Took down a lvl 4 stronghold for the first time: https://screeps.com/a/#!/history/shard1/W6S25?t=27636900

      pretty shakey.

      posted in News & Announcements
      Trepidimous
    • Small Suggestion that is an easy fix

      Imagine somebody joining screeps, getting a message from another player and seeing the message icon in the upper left of their UI.

      0_1593123290827_a2135912-f6e0-47b5-b7d9-485566d73da9-image.png

      I suspect that simply because it is red predisposes the recipient with a danger/error/wrong/bad mindset before they even know who it is from or what it says.

      I know full well that most people use slack chat as their main means of communication but I can't help but wonder if a simple color change would have a more positive psychological effect to say green or a neutral color blue.

      posted in Feature Requests
      Trepidimous
    • RE: Statistics look to have the incorrect numbers

      They seem to have been corrected now. Not sure what happened

      posted in Technical Issues and Bugs
      Trepidimous
    • Statistics look to have the incorrect numbers

      For 1 hour, 24 hours and 1 week I am seeing negative numbers for energy. Are other people seeing this and is there a fix in the works?

      0_1592618342465_Capture.PNG

      posted in Technical Issues and Bugs
      Trepidimous
    • RE: Encouraging more combat at high GCL

      @tigga What if rampart decay rates (and therefore repair rates) were based on a formula that depended on the number of hits that they've been built up to? This way we have a smooth curve where players can select their safety-to-cost ratio rather than an on/off at 10 million.

      posted in General Discussion
      Trepidimous
    • RE: Encouraging more combat at high GCL

      @qzarstb @Tigga I thought that pound for pound, splash attacks would beat out repairers? I suppose that's only for the splash attackers are not chased off of the wall and if the wall has depth to it..

      posted in General Discussion
      Trepidimous
    • RE: Encouraging more combat at high GCL

      I also don't like the proposed tower RNG at all, please don't implement that.

      That is an interesting "military maxim" that I hadn't heard before, it sounds about right. Safe modes are pretty powerful, we may need tuning changes there that continue to help out newer players but are less effective for players with large empires which can be hard to do.

      I was always surprised that when a nuke lands, it brings down both the safe mode and after a short period of time, resets the safe mode cool down. Perhaps this could be tuned so that a nuke prevents a room from safemoding for longer.

      posted in General Discussion
      Trepidimous
    • RE: room.structureCacheKey

      @deft-code said in room.structureCacheKey:

      Ruins closes that loop hole.

      Nukes don't leave behind ruins

      posted in Feature Requests
      Trepidimous
    • RE: Factories, new resources, NPC Strongholds

      @artch Will this 10% variation on stronghold decays be added to the constants in the documentation?

      Also the current value for stronghold_decay_ticks still says 150000 vs 75000 in the constants of the docs

      posted in News & Announcements
      Trepidimous