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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00

small balance changes

This commit is contained in:
danielmartin0 2022-07-31 15:07:53 +01:00
parent 353fce2dda
commit c535696c7a
4 changed files with 16 additions and 12 deletions

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@ -16,7 +16,7 @@ softmod_info_tips_1=Features of the game that are hard to work out alone
softmod_info_tips_2=• The captain can steer the boat from the crow's nest by placing 100 rail signals in one of the blue boxes.\n• Resources granted to the ship appear in the captain's cabin.\n• Charging a silo drains power from everything else on its network.\n• The quantity of ore available on an island is independent of the order in which you break rocks.\n• Passive pollution ramps up over time on each island.\n• The strength of attacks is proportional to the number of remaining nests. (The time-based rate of evolution is proportional to nests too, but destroying a nest will immediately jump evolution by most of the amount it 'would have' made had it survived.)\n• Lab productivity increases with each league.\n• item-on-ground entities on the deck are moved to the cabin when the boat moves, for performance reasons.\n• Commands: /ccolor gives you a fun color. /classinfo {classname} gives the description of the named class. To manage your class, use /take {classname} or /giveup.
softmod_info_updates_1=Significant recent changes
softmod_info_updates_2=v1.3.1-v1.3.4\n• Bugfixes.\n• Rebalancings, including: iron ore amounts buffed; kraken reward improved; final resource requirement increased; overall difficulty reduced.\n• An officer will now be prioritised for the captain role if the captain disconnects.\n\nv1.3\n• Hold chests are now destructible.\n• Fluid is now transportable between decks.\n• New classes, and new 'Class Window'.\n• Other improvements, small features, and balance changes.\n\nv1.2\n• Mod portal release.
softmod_info_updates_2=v1.3.1-v1.3.5\n• Bugfixes.\n• Rebalancings, including: iron ore amounts buffed; kraken reward improved; final resource requirement increased; overall difficulty reduced.\n• Minor reordering of islands.\n• An officer will now be prioritised for the captain role if the captain disconnects.\n\nv1.3\n• Hold chests are now destructible.\n• Fluid is now transportable between decks.\n• New classes, and new 'Class Window'.\n• Other improvements, small features, and balance changes.\n\nv1.2\n• Mod portal release.
softmod_info_credits_1=Credits
softmod_info_credits_2=Pirate Ship designed and coded by thesixthroc. Updates from Piratux. Comfy codebase and help from Gerkiz, Hanakocz and Mew @ Comfy Industries (https://getcomfy.eu). Some island structure blueprints contributed by Mattisso.\n\nCome chat with us: https://getcomfy.eu/discord\n\n"Those white gloves. I'll never forget them 'till the day I die." - Dr. John

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@ -516,10 +516,10 @@ function Public.generate_main_attack_target()
local fractioncharged = 0
if (not destination.dynamic_data.rocketlaunched) and destination.dynamic_data.rocketsilos and destination.dynamic_data.rocketsilos[1] and destination.dynamic_data.rocketsilos[1].valid and destination.dynamic_data.rocketsilos[1].destructible and destination.dynamic_data.rocketsiloenergyconsumed and destination.dynamic_data.rocketsiloenergyneeded and destination.dynamic_data.rocketsiloenergyneeded > 0 then
fractioncharged = destination.dynamic_data.rocketsiloenergyconsumed / destination.dynamic_data.rocketsiloenergyneeded
end
if memory.overworldx > 40*22 then --chance of biters going directly to silo
fractioncharged = fractioncharged + 0.025
if memory.overworldx > 40*22 then --chance of biters going directly to silo
fractioncharged = fractioncharged + 0.03
end
end
local rng = Math.random()

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@ -298,13 +298,15 @@ function Public.evolution_per_nest_kill() --it's important to have evo go up wit
if destination and destination.dynamic_data and destination.dynamic_data.timer and destination.dynamic_data.timer > 0 and destination.dynamic_data.initial_spawner_count and destination.dynamic_data.initial_spawner_count > 0 then
local initial_spawner_count = destination.dynamic_data.initial_spawner_count
local base_evo_jump = 0.04 * (1/initial_spawner_count) --extra friction to make them hard to mow through, even at late times
local time = destination.dynamic_data.timer
-- local time_to_jump_to = Public.expected_time_on_island() * ((1/Public.expected_time_fraction)^(2/3))
local time_to_jump_to = Public.max_time_on_island_formula()
if time > time_to_jump_to then return 0
if time > time_to_jump_to then return base_evo_jump
else
-- evo it 'would have' contributed:
return (1/initial_spawner_count) * Public.expected_time_evo() * (time_to_jump_to - time)/time_to_jump_to
return (1/initial_spawner_count) * Public.expected_time_evo() * (time_to_jump_to - time)/time_to_jump_to + base_evo_jump
end
else
return 0
@ -378,12 +380,14 @@ end
function Public.island_richness_avg_multiplier()
local ret
-- local base = 0.7 + 0.1 * (Common.overworldx()/40)^(7/10) --tuned tbh
local base = 0.73 + 0.120 * (Common.overworldx()/40)^(65/100) --tuned tbh
local base = 0.73
local additional = 0.120 * Math.clamp(0, 7, (Common.overworldx()/40)^(65/100) * Math.sloped(Public.crew_scale(), 1/40)) --tuned tbh
ret = base * Math.sloped(Public.crew_scale(), 1/40) --we don't really have resources scaling by player count in this resource-constrained scenario, but we scale a little, to accommodate each player filling their inventory with useful tools. also, I would do higher than 1/40, but we go even slightly lower because we're applying this somewhat sooner than players actually get there.
-- now clamped, because it takes way too long to mine that many more resources
return ret
--we don't really have resources scaling by player count in this resource-constrained scenario, but we scale a little, to accommodate each player filling their inventory with useful tools. also, I would do higher than 1/40, but we go even slightly lower because we're applying this somewhat sooner than players actually get there.
return base + additional
end
function Public.resource_quest_multiplier()
@ -443,7 +447,7 @@ function Public.sandworm_evo_increase_per_spawn()
end
function Public.kraken_kill_reward_items()
return {{name = 'coin', count = 800}, {name = 'utility-science-pack', count = 10}}
return {{name = 'coin', count = 800}, {name = 'utility-science-pack', count = 8}}
end
function Public.kraken_kill_reward_fuel()
return 150

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@ -7,7 +7,7 @@ local _inspect = require 'utils.inspect'.inspect
local Public = {}
Public.scenario_id_name = 'pirates'
Public.version_string = '1.3.4' --major.minor.patch versioning, to match factorio mod portal
Public.version_string = '1.3.5' --major.minor.patch versioning, to match factorio mod portal
Public.blueprint_library_allowed = true
Public.blueprint_importing_allowed = true