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    TuN9aN0

    @TuN9aN0

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    Posts made by TuN9aN0

    • RE: CPU bucket only filling occasionally

      @conn332 Check your CPU assignments on the https://screeps.com/a/#!/shards screen to make sure these are sane. check your Game.cpu.limit also alongside cpu used.

      Otherwise it sounds like you should send in a support ticket, your bucket should grow up to 10000 if you do not use all of your CPU.

      posted in Technical Issues and Bugs
      TuN9aN0
    • RE: Decorations update

      Any chance we can get an option to disable display of decorations? It's such a cacophony of colors or otherwise poorly contrasted it hurts function. To each their own really but please don't force me to look at this, my eyes hurt!

      posted in News & Announcements
      TuN9aN0
    • RE: Best Attack Strategy?

      I would recommend respawning elsewhere. Dealing with towers without boosts can be pretty rough. I would focus on the remote harvesting code over offensive code this early. With the code you have now getting to RCL4 again will be much quicker.

      posted in Help
      TuN9aN0
    • RE: Newbie Shard instead of Newbie Zones

      My suggestion would be to configure shards in a 'king of the hill' or pyramid like shape where the higher up shards offer some advantage over the lower shards (higher volume power banks, resources, increased GCL gain per energy spend, etc). This would create incentive for newcomers, or anyone really, to climb up to higher shards in turn making space for newly arrived. For everyone this would create new dynamics and potentially less of a stalemate as happens currently.

      posted in General Discussion
      TuN9aN0
    • RE: Discussion: long-range logistics revamp

      @artch Just curious why are creep haulers not a solution? Perhaps with some buffs to carry, uhm store, size. Increase battery to energy ratio, etc. Increase carry boost percentages.If the warp containers are going to sit somewhere in between, why would anyone use them? They will end up like tunnels barely getting any use due to being so expensive and CPU heavy. Needing to work with resource convoys or as an enemy trying to intercept them would add much more interesting dimensions to a siege then a 'pipe' system you can pummel anywhere at any time.

      posted in News & Announcements
      TuN9aN0
    • RE: Discussion: long-range logistics revamp

      How this does not classify as "breaking" I do not understand... This will pretty much break everyone's market and resource balancing code and on top of that potentially obsolete everyone's hard worked remote harvesting system. There is still so much for me to work on, I do not appreciate having to fully revisit something I have nailed fairly well.

      I enjoy seeing as many screeps moving about as possible, I rather see less teleporting, not more. Teleporting removes geostrategic gameplay and removes logistics which is otherwise super important in warfare.

      Just disable the terminal entirely when hostile creeps are in the room (or similar to 'safe mode' create a 'siege mode') and force logistics on the defender side to try and supply the room.. with haulers. Very common with sieges throughout history.

      No repairs with hostile creeps in room could work also forcing the defender to leave the ramparts and try clear the room.

      posted in News & Announcements
      TuN9aN0
    • RE: Dev update 2020-03-08: new account resources

      @artch said in Dev update 2020-03-08: new account resources:

      Totally. But the game administration is not involved here, it's player-to-player interaction. Benefits (credits) are not created from thin air, they're legitimately obtained in game.

      I don't agree with this reasoning. I drew my wallet and gained a competitive advantage; "administration" as you call it has made this possible by selling me a voucher I can convert to in-game credits. It's OK, it's pretty marginal currently, I am not objecting to the system, it is what it is though.

      Selling CPU more granular would align directly with server hosting cost, anyhow it was just a suggestion, overcharged small players are probably paying for my large CPU footprint as a lifetime sub. I was just curious how this 24 hour thing would be beneficial for players. I think it's to be found mostly on the token trading side of things.

      posted in News & Announcements
      TuN9aN0
    • RE: Dev update 2020-03-08: new account resources

      I like to keep real money out of my gaming experience, I am just of a different opinion. Fact remains that, independent of their granularity, the selling of tokens for credits allows you to do some significant padding to your resource income on top of what you could otherwise produce yourself. While I do not think this is currently a big issue, it is there. My suggestion doesn't change anything here, I don't really understand Arch's response.

      posted in News & Announcements
      TuN9aN0
    • RE: Dev update 2020-03-08: new account resources

      @mrfaul Sorry I am not sure what you are trying to say here except that EVE is also pay to win? I surely would not lose interest in Screeps if there were no tokens. I have enjoyed playing poker in the past just fine with fake money, by just keeping score.

      posted in News & Announcements
      TuN9aN0