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siege state only uses raid and active spawners now
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@ -54,6 +54,7 @@ Date: 23. 11. 2021
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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 squads no longer move toward resources only towards players and player buildings
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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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Bugfixes:
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- Fixed chunks not processed due to chunk not being actually generated by game engine. You may notice a small delay before the spawners and worms convert to Rampant new enemy versions.
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- Fixed vengence squads only processing half the expected chunks
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@ -514,7 +514,7 @@ 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_AGGRESSIVE) or (state == AI_STATE_ONSLAUGHT) or (state == AI_STATE_RAIDING) then
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if (state ~= AI_STATE_MIGRATING) then
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return
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end
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elseif iterator == "processActiveRaidSpawnerIterator" then
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