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    Posts made by wicked

    • RE: PTR Changelog 2016-09-21

      I think it's very hard to understand what was considered a bannable offense here, apart from multi-accounting.

      I think if there's some behavior possible in the game, even exploiting bugs, it shouldn't be a bannable offense. If there is some persistent griefing it indicates the game needs to be changed in some way.

      posted in News & Announcements
      wicked
    • RE: Creeps not in Game.creeps

      To make sure it's not you clobbering the array or something, make a branch where that's the only code. If that doesn't work, there is a bug.

      posted in Help
      wicked
    • RE: "CPU Limit reached" emails

      I'm also constantly getting these messages now.

      posted in Feature Requests
      wicked
    • RE: ERR_INVALID_TARGET in very basic harvester code

      Storing the ID is the correct way to do it.

      posted in Help
      wicked
    • RE: PTR Changelog 2016-05-03

      Yeah, so if you are for example looking at the API reference for Mineral, and you wonder what they do, you need to click at:

      1. Screep Support Center
      2. How to Play
      3. See all 10 articles
      4. Minerals

      Simple! 😉

       

      posted in News & Announcements
      wicked
    • RE: PTR Changelog 2016-05-03

      There should really be direct links to the important and heavily used non-API documentation. They're unnecessarily hard to find at the moment.

      posted in News & Announcements
      wicked
    • RE: Make CLAIM part more useful, add boosts!

      At least it should be so that if you lose two levels on the controller, it will only reset it to the one above it. E.g. if you let your controller slip to level 1, it should be restored to level 2 and not 8.

      Edit: Dissi explained why that's not a good idea: GCL boosting by letting your room downgrade to level 7 and bringing it back up to 8 over and over.

      posted in Feature Requests
      wicked
    • RE: Being limited to 30 CPU instead of 40

      It seems to affect only those who has gained a level recently. I noticed immediately after getting level 6 that the UI says 70 even if Game.cpu.limit states 80. My average CPU usage is slightly above 70 and my bucket is empty.

      posted in Technical Issues and Bugs
      wicked
    • RE: Being limited to 30 CPU instead of 40

      I can also confirm this. Actual CPU is 10 lower than it should be.

      posted in Technical Issues and Bugs
      wicked
    • Materials in storage is deleted if a player respawns

      At the very least it should spill on the ground, but perhaps better to turn it into a neutral structure which can be pillaged at the attacker's leisure.

      posted in Technical Issues and Bugs
      wicked
    • Make Home button useful

      Now, both the Screeps logo and the Home button takes you to the frontpage, which is really uninteresting when you're already playing the game.

      I propose that the Home button works like the World button does now, takes you to a player-defined "home" area in the world, and that the World button will take you to a world-view of the room you're currently in (like clicking the world map link in the minimap.

      posted in Feature Requests
      wicked
    • RE: creep.say() method takes const CPU

      Ah! That makes sense. I wish it did take 0 though, since it doesn't give any benefit in the game. It's more like console.log. It's a lot more interesting to watch the creeps when they talk a little bit. The console is not well suited for that.

      posted in Technical Issues and Bugs
      wicked
    • RE: creep.say() method takes const CPU

      This seems to have been fixed partially. I noticed that when creep.say is called, it's sometimes close to 0 cost, and sometimes close to 0.2. Some basic test code show this to be inconsistent even within one tick:

       let buckets = [0,0,0,0,0];
      _.forEach( Game.creeps, function(creep) {
      let time = Game.cpu.getUsed();
      creep.say("0123456789");
      time = Game.cpu.getUsed() - time;
      if(time < 0.05) {
      buckets[0]++;
      } else if(time < 0.10) {
      buckets[1]++;
      } else if(time < 0.15) {
      buckets[2]++;
      } else if(time < 0.20) {
      buckets[3]++;
      } else {
      buckets[4]++;
      }
      });
      console.log(JSON.stringify(buckets));

      Typical result:

      [14,0,0,0,67]

      It's never in between. So it's clear that usually CONST is applied, but sometimes not.

      posted in Technical Issues and Bugs
      wicked
    • RE: Not getting notification emails

      Yes, you find notification settings under Manage account: https://screeps.com/a/#!/account

      posted in Help
      wicked
    • RE: PTR Changelog 2016-04-07

      I use containers in all my rooms, because links alone can't handle the amount of energy I transport to a room. With this change I'll use them even more.

      Secondly, I'm afraid I have to report a bug, since I'm repairing and harvesting simultaneously. I understand now that this is not supposed to be possible.

      posted in News & Announcements
      wicked
    • RE: Code gets rolled back.

      1. Open Simulator mode in Custom mode.

      2. Select player 1, write `let this_is_player1` and save.

      3. Select player 2, write `let this_is_player2` and save.

      So far, so good.

      Now, with player 2 active, open the extra window. Player 2's code now reads `let this_is_player_1`.

      (By the way, it would be much better if I could set Player 2 to run an explicit branch. Now it's a tiring copy-paste job.)

      posted in Technical Issues and Bugs
      wicked
    • RE: Code gets rolled back.

      Opening the separate window can also overwrite the code for the second player in the simulation mode.

      posted in Technical Issues and Bugs
      wicked
    • RE: createConstruction Invalid Target with Container on Road

      Can confirm that building roads on ramparts still returns ERR_INVALID_TARGET

      posted in Technical Issues and Bugs
      wicked
    • Creep.repair returns OK if target is in a different room

      Expected ERR_NOT_IN_RANGE, but got OK. Code sample:

      let res = creep.repair(target);
      if(res === OK) {
      // good job, little creep
      } else if(res === ERR_NOT_IN_RANGE) {
      creep.moveTo(target);
      }

      Unfortunately, the little creep doesn't do a very good job in this situation.

      posted in Technical Issues and Bugs
      wicked