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    Posts made by Trepidimous

    • RE: Game.cpu.generatePixel change

      @artch could we please update the documentation to reflect this change? I'm not sure how somebody would know about this other than finding this article or perhaps reading screeps source code.

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

      [edit] Sorry, I didn't read the full thread but it sounds like intents are no longer cancelled. Docs are up to date then. Thx.

      posted in News & Announcements
      Trepidimous
    • Missing top 30 icon from season III on profile page

      I got the room decorator but the icon that shows up under my profile is still missing.

      0_1643562492711_4afa1849-f756-4425-87a1-50d8117d1442-image.png

      0_1643562516971_33e5c22a-6da4-425f-be4c-c77665884465-image.png

      Perhaps not the most important bug but maybe an easy fix?

      posted in Technical Issues and Bugs
      Trepidimous
    • RE: Season #4 is open!

      Will caravans just accept "Basic regional commodities" or will they also accept "Higher commodities" for more points? see: https://docs.screeps.com/resources.html

      posted in News & Announcements
      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
    • Power enabled in unowned rooms?

      Is it by design that un-owned power enabled rooms are possible? I was under the impression that once it was no longer owned that power would turn off. If this is by design is it possible to use power creep powers here?

      And example of this is Shard1 W32S19

      I mention this because I was working on some enhancements to the creep room claim assistant and in it, I was prototyping a red outline for power enabled rooms. [See image]

      0_1571793510581_36ad27fc-d16e-4895-9512-9bd336c02a90-image.png

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

      @artch As we think about newer players. It was a little counter intuitive to discover that reservation cores cannot be dismantled and can only be attacked. I understand why because you could just simply have all of your drillers engage reservation cores but a design theme for screeps has been to dismantle structures and to attack living things. It may be too late to change it now but if the reservation cores were a living (and stationary) invader vs a stationary structure then newer players more easily see that dismantling it won't work.

      posted in News & Announcements
      Trepidimous
    • RE: Factories, new resources, NPC Strongholds

      @davaned This would be helpful. Curently all invader rooms show up as rc8 in the ui even though they have not yet grown into full rc8 strongholds. Players would need this info in order to add cool effects to the room claim assistant tamper monkey script.

      posted in News & Announcements
      Trepidimous
    • RE: Encouraging more combat at high GCL

      @eduter I don't know from first hand experience but I had always thougth that the shard centers and axis to be more active with combat due to the double highways. Isn't this still the case?

      posted in General Discussion
      Trepidimous
    • RE: Damage order of operations with partialy damaged boosted tough and pre-healing

      @tigga @Orlet Thank you for your responses.

      posted in General Discussion
      Trepidimous
    • Minor Bug: If creep names contain periods, the memory editor will not be able to find them.

      They will spawn and behave just fine but when you click on them to check out their memory, it'll look as if they have no memory.

      Naming creeps with a period in the middle of the name should do reproduce it. The exact string this was witnessed for was "Rogue Sq. Kenshi98680"

      posted in Technical Issues and Bugs
      Trepidimous
    • RE: Damage order of operations with partialy damaged boosted tough and pre-healing

      @tigga when you say "no ramparts keeping you out" do you mean a base that doesn't have the exits zoned out? If so, I had also thought that boosted swarm attacks were more effective against bunker bases but now the turret damage seems so high. IRRC @bonzaiferroni had used boosted swarms on bunker bases before.

      If the scenario that I described above does lead to "2 creeps vs 6 towers is often a losing battle", then 2x healers + an attacker also loses and it would take 3x of these healers + an attacker to withstand full turret fire. And of course the healers have to sustain adjacent positions, and their TTL have to stay in synch long enough.

      I've seen @o4kapuk use siege squads of three with a full healer in between and his leader and tail gunner have 10 boosted tier 3 heal parts each. But they can't be pre-healing all of the time in order to perform other actions like dismantle or attack. Frankly, I'm a little disappointed that tier 3 boosted attacks like these can be so easily countered with random focus fire as active creep defense should be more or less required for the counter. Maybe I just need to watch more sieges but I'm surprised at how any siegers out there are taking bunker rooms down, especially if they dig into bunker bases, especially with active creep defense

      posted in General Discussion
      Trepidimous