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    WarInternal

    @WarInternal

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    Posts made by WarInternal

    • RE: Factories, new resources, NPC Strongholds

      @o4kapuk That's in shard0 E55S37

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

      Invader cores can also apparently overlap structures

      0_1571686182512_6ce7e0c4-4393-478f-854b-a6227b3b7de0-image.png

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

      Since invader cores are hostile structures in room, we should be allowed to dismantle them.

      posted in News & Announcements
      WarInternal
    • RE: Steam PTR branch is stuck on "new update has been downloaded"

      Better, I can actually log in now. But there appears to be a visual bug. Room visuals appear to be working, walls and ramparts appear to draw (although the texture on constructed walls is missing), but few other structures seem to draw at all and creeps do not. The invisible items can still be selected however.

      MMO-PTR seems to render correctly in this client, so this bug appears limited to connections to private servers.

      The structures that do render appear to change each time the room view is opened.

      0_1567696074874_Capture.PNG

      0_1567696961838_Capture2.PNG

      posted in Technical Issues and Bugs
      WarInternal
    • RE: Steam PTR branch is stuck on "new update has been downloaded"

      @o4kapuk Any input on this? It's still a problem.

      I can't test the store and factory changes on MMO-PTR with 15 second ticks and no history, I'd like to test it locally with the steam PTR branch but it's currently not working. Please assist.

      posted in Technical Issues and Bugs
      WarInternal
    • Steam PTR branch is stuck on "new update has been downloaded"

      Steam client PTR branch is stuck on "new update has been downloaded", won't actually update or allow me to enter the game, this is with a fresh install. Unable to test PTR changes locally.

      posted in Technical Issues and Bugs
      WarInternal
    • RE: Container sizing

      @saruss A minor inconvenience is not a reason to never rebalance things.

      Also maybe consider moving away from a hardcoded modifier.. If you use 0.25 because it's 500 energy, write it as 500 / CONTAINER_CAPACITY, and then figure out where your buffer amount of 500 is calculated from, because it's probably dependent on room or empire factors.

      posted in Feature Requests
      WarInternal
    • RE: Container sizing

      You're both wrong with regards to breaking changes. This is why we have a storeCapacity property and CONTAINER_CAPACITY constants. If a user has hard-coded these numbers into their code without using the constants or the actual object's capacity then they have made a mistake. In no other circumstance would changing that value break anything.

      posted in Feature Requests
      WarInternal
    • Container sizing

      I think containers should be significantly larger, to increase risk/reward and reduce cpu by sending out haulers less often. At least 2x or 4x the size. Currently a container is only worth maybe two creeps worth of carry parts, and not even the size of normal source.

      posted in Feature Requests
      WarInternal