The most notable difference is that managers for RCL8 bunkers are immobile (a design choice enabled by some improvements to my creep spawning code), spending their entire life at the central “anchor” tile of the bunker. Managers are relatively unchanged in bunker colonies and are run by the same overlord as in the classic layout. Managers are stationary 16-CARRY 0-MOVE creeps that sit in the center of each bunker, connecting the storage, terminal, central link, and RCL8 structures. Queens are general-purpose base attendants which fill and empty structures requesting any type of resource. Here’s an annotated image of a fully-developed base:Įach bunker has three permanent attendants: a manager and two queens. The final design went through a lot of iterations, but I’m quite happy with how it turned out.
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Bunker assets have been sitting in the AI for a long time, but living next to everyone’s friendly neighborhood tiger forced me to prioritize their development one he figured out how to exploit the flaws of my previous layout. This design served this purpose well, but it suffered from two key defensive flaws: the tower spread reduces total tower damage at siege points, and the spawning rate can be limited by the hatchery link bandwidth.Įnter bunkers.
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Having a physically separated “hatchery” (spawning block) and “command center” (storage block) allows for you to place the central dropoff point for resources closer to the ideal location that minimizes total path length to nearby sources without being constrained by the full bulk of the base. The classic “box and flower” layout (like the one in this post) was designed primarily with logistics in mind. While none of them were individually as technically challenging or original as the logistics system to warrant their own post, I figured I’d make this post a show-and-tell session for some of the new features I’ve been working on. Over the last few months since my last post, Overmind has evolved considerably as I’ve added a ton of new features to my bot (read: 22k new lines of code). Most of my previous posts have focused on a single aspect of my bot development.