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Flag color codes
Ben Bartlett edited this page Feb 1, 2019
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7 revisions
Overmind uses Directive
s as flexible wrappers for flags to serve as conditional attachment points for Overlord
s, which allow for contextual behavior changes. Directives are categorized by color codes, with the primary color indicating a category and a secondary color indicating the specific type.
This list may not always be kept up to date, but you can see a mapping between flag colors and directives in this file.
Primary color | Secondary color | Description |
---|---|---|
Purple | * | Colony directives: territory and colony operations |
Purple | Purple | Outpost: reserve and harvest from a remote room |
Purple | White | Incubate: claim a new room and spawn needed creeps from incubating colony (removed when RCL4 is reached) |
Purple | Grey | Colonize: claim a new room and send a few pioneers to build the new spawn (removed when spawn is built) |
Purple | Yellow | SKOutpost: harvest from a source keeper room (requires RCL7) |
Red | * | Offensive combat directives |
Red | Red | SwarmDestroy (RESTRICTED, experimental): sends squads of destroyers to siege a target |
Red | Purple | ControllerAttack: downgrade a controller in a conquered room |
Red | Orange |
|
Red | Green |
|
Red | Cyan | Destroy: spawns attacker-healer pairs to assault a room |
Blue | * | Defensive combat directives (automatically placed) |
Blue | Blue | Guard: defends against NPC invaders in a room |
Blue | Red | OutpostDefense: defends against hostile players in an outpost |
Blue | Purple | InvasionDefense: defends against enemy invasions in an owned room |
Orange | * | Situational directives: dealing with unexpected or emergency conditions |
Orange | Orange | Bootstrap: recover from a colony-wide crash or initial spawn |
Orange | Blue | NukeResponse: fortify area to prepare for a nuclear attack |
Yellow | * | Logistics directives: resource movement |
Yellow | Yellow | Harvest: mine from a source in an owned room or outpost |
Yellow | Cyan | Extract: extract minerals from a mineral source |
Yellow | Blue | Haul (experimental): create dedicated haulers to bring back resources from a structure |
Brown | * | TerminalState directives: modify terminal resource transfers |
Brown | Red | TerminalState_Evacuate: triggered upon failing room defenses; evacuates resources in room |
Brown | Orange | TerminalState_Emergency: maintains an emergency supply of boosts and resources in the room |
Brown | Yellow | TerminalState_Rebuild: pushes resources elsewhere when relocating storage/terminal |
Grey | * | Targeting directives: marks specific objects to be prioritized during military operations |
Grey | Orange | TargetSiege: prioritize structures at this location for destruction (currently needs to be placed to drill through walls) |
White | * | RoomPlanner directives: planning room layouts (only for manual or semiautomatic mode) |
White | Red | RPBunker: place a bunker here |
White | Green |
|
White | Blue |
|