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revert siege state only processing active and raid nest
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@ -56,7 +56,6 @@ Date: 23. 11. 2021
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- Now one spawner covered in pollution is worth 22 built enemy structures to offset temperament contribution
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- Now one spawner covered in pollution is worth (69:<30%evo, 138:<50%evo, 276:<70%evo, 552:<90%, 1104:>90%evo) lost enemy units to offset temperament contribution
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- Now +/-0.05 temperament from 0.5 gives an extra 0.1 points to AI each cycle, +/-0.15 gives 0.2, +/-0.30 gives 0.3, +/-0.5 gives 0.5
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- Siege state no longer uses all spawners only pollution covered and active raid spawners (raid spawners are a status, not necessarily tied to raiding AI state)
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- Increased migration ai state chance at min temperament by 5% and if migration is disabled increased raiding to 70% chance
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- Increased siege chance to 60% chance between temperament (0.05, 0.20) and if migration is disabled increased raiding to 60%
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- Settling group formed during AI siege state are 2.5x more likely to be kamikaze
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@ -32,8 +32,9 @@ local CHUNK_TICK = constants.CHUNK_TICK
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local PROCESS_STATIC_QUEUE_SIZE = constants.PROCESS_STATIC_QUEUE_SIZE
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local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
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local AI_STATE_AGGRESSIVE = constants.AI_STATE_AGGRESSIVE
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local AI_STATE_AGGRESSIVE = constants.AI_STATE_AGGRESSIVE
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local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
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local AI_STATE_PEACEFUL = constants.AI_STATE_PEACEFUL
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local AI_STATE_MIGRATING = constants.AI_STATE_MIGRATING
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@ -486,7 +487,7 @@ local function processSpawnersBody(universe, iterator, chunks)
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return
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end
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if iterator == "processMigrationIterator" then
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if (state ~= AI_STATE_MIGRATING) then
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if (state ~= AI_STATE_MIGRATING) and (state ~= AI_STATE_SIEGE) then
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return
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end
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elseif iterator == "processActiveRaidSpawnerIterator" then
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