Currently all military creeps are based on squads, there numbers, size and parts. Even the roleManager.
This means that we have multiple squads for single creeps, which essentially is a waste of resources.
Instead we should change it to be claim based, and simply add a variable to the claimList[].task called hasDefender.
Each mine, only requires a single, maximum body count, creep to properly defend a room, and so our code should only check whether or not each Mine has a defender creep.
This should also help with the maintenance of keeping a room in the memory, as the defender will have a higher priority than say, claimers, prospectors and collectors.
They are to be spawned in the nearest room, which can handle a medium sized body.
Currently all military creeps are based on squads, there numbers, size and parts. Even the roleManager.
This means that we have multiple squads for single creeps, which essentially is a waste of resources. Instead we should change it to be claim based, and simply add a variable to the claimList[].task called hasDefender.
Each mine, only requires a single, maximum body count, creep to properly defend a room, and so our code should only check whether or not each Mine has a defender creep.
This should also help with the maintenance of keeping a room in the memory, as the defender will have a higher priority than say, claimers, prospectors and collectors.
They are to be spawned in the nearest room, which can handle a medium sized body.