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https://github.com/veden/Rampant.git
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2dcccd9: Reduced maximum enemy variations to 7. Reduced the range of
sizes enemy structures and units can take. Reduced corpse and particle variations
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@ -27,6 +27,8 @@ Version: 3.2.0
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- Added death pheromone scent multipler for destroyed enemy structures
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- Settler purple cloud now doesn't trigger until two seconds after a settler group stops and the group and surface must still be valid
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- Removed chunk-scanner entities
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- Reduced max mod setting for enemy variations to 7 and created migrations for any variations greater than 8
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- Reduced range of enemy structures and unit sizes
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Bugfixes:
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- Removed layer-13 from projectiles
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- script_raised_built now looks for enemy faction and registers as needed
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@ -47,6 +49,7 @@ Version: 3.2.0
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- Moved neturalObject scan chunk to after a chunk is determined to be passable
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- Centralized base points manipulation and chat messaging (Dagothur)
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- Base point deductions for unit losses are now batched in 20 to reduce chat spam when using the print AI points to chat options (Dagothur)
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- Reduced corpse and particle variation to optimize increased entity times due to high entity counts
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---------------------------------------------------------------------------------------------------
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Version: 3.1.2
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@ -307,7 +307,7 @@ local function onConfigChanged()
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onModSettingsChange({setting="rampant--"})
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universe["ENEMY_SEED"] = settings.startup["rampant--enemySeed"].value
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universe["ENEMY_VARIATIONS"] = 1-- settings.startup["rampant--newEnemyVariations"].value
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universe["ENEMY_VARIATIONS"] = settings.startup["rampant--newEnemyVariations"].value
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universe["NEW_ENEMIES"] = settings.startup["rampant--newEnemies"].value
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-- not a completed implementation needs if checks to use all forces
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@ -27,7 +27,7 @@ if settings.startup["rampant--newEnemies"].value then
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if mods["SchallAlienLoot"] then
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local SizeLootRampant = {1, 2, 3, 3, 4, 4, 4, 5, 5, 6}
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for _,faction in pairs(constants.FACTION_SET) do
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for v=1,1-- settings.startup["rampant--newEnemyVariations"].value
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for v=1,settings.startup["rampant--newEnemyVariations"].value
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do
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for factionSize = 1, constants.TIERS do
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local effectiveLevel = constants.TIER_UPGRADE_SET[factionSize]
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@ -398,7 +398,7 @@ buildTier(constants.TIERS, tiersSet)
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constants.TIER_UPGRADE_SET = tiersSet
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local variations = 1-- settings.startup["rampant--newEnemyVariations"].value
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local variations = settings.startup["rampant--newEnemyVariations"].value
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constants.ENERGY_THIEF_LOOKUP = {}
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@ -1745,7 +1745,7 @@ for i=1,#constants.FACTION_SET do
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end
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local variationSet = {}
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for v=1,1-- settings.startup["rampant--newEnemyVariations"].value
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for v=1,settings.startup["rampant--newEnemyVariations"].value
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do
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local entry = faction.type .. "-" .. building.name .. "-v" .. v .. "-t" .. t .. "-rampant"
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enemyAlignmentLookup[entry] = faction.type
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File diff suppressed because it is too large
Load Diff
@ -879,7 +879,7 @@ local function generateApperance(unit, invert)
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local tier = unit.effectiveLevel
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if unit.scale then
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local scaleValue = unit.scale[tier]
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local scale = gaussianRandomRangeRG(scaleValue, scaleValue * 0.20, scaleValue * 0.50, scaleValue * 1.30, xorRandom)
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local scale = gaussianRandomRangeRG(scaleValue, scaleValue * 0.03, scaleValue * 0.15, scaleValue * 1.15, xorRandom)
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unit.scale = scale
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end
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if invert then
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@ -902,7 +902,7 @@ end
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function swarmUtils.buildUnits(template)
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local unitSet = {}
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local variations = 1-- settings.startup["rampant--newEnemyVariations"].value
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local variations = settings.startup["rampant--newEnemyVariations"].value
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for tier=1, TIERS do
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local effectiveLevel = TIER_UPGRADE_SET[tier]
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@ -986,7 +986,7 @@ local function buildEntities(entityTemplates)
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end
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function swarmUtils.buildEntitySpawner(template)
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local variations = 1-- settings.startup["rampant--newEnemyVariations"].value
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local variations = settings.startup["rampant--newEnemyVariations"].value
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for tier=1, TIERS do
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local effectiveLevel = TIER_UPGRADE_SET[tier]
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@ -1013,7 +1013,7 @@ function swarmUtils.buildEntitySpawner(template)
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end
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function swarmUtils.buildUnitSpawner(template)
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local variations = 1-- settings.startup["rampant--newEnemyVariations"].value
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local variations = settings.startup["rampant--newEnemyVariations"].value
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for tier=1, TIERS do
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local effectiveLevel = TIER_UPGRADE_SET[tier]
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@ -1042,7 +1042,7 @@ function swarmUtils.buildUnitSpawner(template)
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end
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function swarmUtils.buildWorm(template)
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local variations = 1-- settings.startup["rampant--newEnemyVariations"].value
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local variations = settings.startup["rampant--newEnemyVariations"].value
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for tier=1, TIERS do
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local effectiveLevel = TIER_UPGRADE_SET[tier]
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@ -26,7 +26,7 @@ function generateMigration()
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-- if t > 5 then
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-- adjT = t - 5
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-- end
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for v = 2, 20 do
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for v = 8, 20 do
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print(" [\"" .. faction .. "-biter-spawner-v" .. v .. "-t" .. t .. "-rampant\", \"" .. faction .. "-biter-spawner-v1-t" .. adjT .. "-rampant\"],")
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print(" [\"" .. faction .. "-spitter-spawner-v" .. v .. "-t" .. t .. "-rampant\", \"" .. faction .. "-spitter-spawner-v1-t" .. adjT .. "-rampant\"],")
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print(" [\"" .. faction .. "-worm-v" .. v .. "-t" .. t .. "-rampant\", \"" .. faction .. "-worm-v1-t" .. adjT .. "-rampant\"],")
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@ -42,8 +42,19 @@ local spitter_water_reflection = unitUtils.spitter_water_reflection
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local DISALLOW_FRIENDLY_FIRE = settings.startup["rampant--disallowFriendlyFire"].value
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local corpseSet = {}
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-- local corpseCount = 0
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local function makeSpitterCorpse(attributes)
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local name = attributes.name .. "-corpse-rampant"
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local name = "spitter-".. attributes.faction .. "-" .. attributes.effectiveLevel .. "-corpse-rampant"
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if not corpseSet[name] then
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corpseSet[name] = true
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-- corpseCount = corpseCount + 1
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-- print(corpseCount)
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else
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return name
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end
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local corpse = {
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type = "corpse",
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@ -103,15 +114,22 @@ local function makeSpitterCorpse(attributes)
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}
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}
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data:extend(
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{
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data:extend({
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corpse
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})
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return name
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end
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local function makeBiterCorpse(attributes)
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local name = attributes.name .. "-corpse-rampant"
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local name = "biter-" .. attributes.faction .. "-" .. attributes.effectiveLevel .. "-corpse-rampant"
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if not corpseSet[name] then
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corpseSet[name] = true
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-- corpseCount = corpseCount + 1
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-- print(corpseCount)
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else
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return name
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end
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local corpse = {
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type = "corpse",
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@ -178,7 +196,15 @@ local function makeBiterCorpse(attributes)
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end
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local function makeUnitSpawnerCorpse(attributes)
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local name = attributes.name .. "-corpse-rampant"
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local name = "spawner-" .. attributes.faction .. "-" .. attributes.type .. "-" .. attributes.effectiveLevel .. "-corpse-rampant"
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if not corpseSet[name] then
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corpseSet[name] = true
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-- corpseCount = corpseCount + 1
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-- print(corpseCount)
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else
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return name
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end
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data:extend({
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{
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type = "corpse",
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@ -208,7 +234,15 @@ local function makeUnitSpawnerCorpse(attributes)
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end
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local function makeWormCorpse(attributes)
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local name = attributes.name .. "-corpse-rampant"
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local name = "worm-" .. attributes.faction .. "-" .. attributes.effectiveLevel .. "-corpse-rampant"
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if not corpseSet[name] then
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corpseSet[name] = true
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-- corpseCount = corpseCount + 1
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-- print(corpseCount)
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else
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return name
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end
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data:extend({
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{
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type = "corpse",
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@ -18,8 +18,28 @@ local particleUtils = {}
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-- module code
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local particleSet = {}
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-- local particleCount = 0
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function particleUtils.makeDamagedParticle(attributes)
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local name = attributes.name .. "-damaged-particle-rampant"
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local name = "particle-" .. ((attributes.effectiveLevel and (attributes.effectiveLevel .. "-")) or "")
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.. (attributes.faction or attributes.name) .. "-damaged-particle-rampant"
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local o = {
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type = "create-entity",
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entity_name = name,
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offset_deviation = {{-0.5, -0.5}, {0.5, 0.5}},
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offsets = {{0,0}},
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damage_type_filters = {"fire", "acid"}
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}
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if not particleSet[name] then
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particleSet[name] = true
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-- particleCount = particleCount + 1
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-- print(particleCount)
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else
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return o
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end
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data:extend({
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{
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@ -53,20 +73,23 @@ function particleUtils.makeDamagedParticle(attributes)
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}
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})
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return {
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type = "create-entity",
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entity_name = name,
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offset_deviation = {{-0.5, -0.5}, {0.5, 0.5}},
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offsets = {{0,0}},
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damage_type_filters = {"fire", "acid"}
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}
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return o
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end
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local function makeBloodParticle(attributes)
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local name = attributes.name .. "-blood-particle-rampant"
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local name = "particle-" .. ((attributes.effectiveLevel and (attributes.effectiveLevel .. "-")) or "")
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.. (attributes.faction or attributes.name) .. "-blood-particle-rampant"
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local tint = attributes.tint2
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if not particleSet[name] then
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particleSet[name] = true
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-- particleCount = particleCount + 1
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-- print(particleCount)
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else
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return name
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end
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data:extend({
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{
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type = "optimized-particle",
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22
settings.lua
22
settings.lua
@ -303,17 +303,17 @@ data:extend({
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per_user = false
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},
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-- {
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-- type = "int-setting",
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-- name = "rampant--newEnemyVariations",
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-- description = "rampant--newEnemyVariations",
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-- setting_type = "startup",
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-- minimum_value = 1,
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-- maximum_value = 20,
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-- default_value = 1,
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-- order = "l[modifier]-h[unit]",
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-- per_user = false
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-- },
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{
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type = "int-setting",
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name = "rampant--newEnemyVariations",
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description = "rampant--newEnemyVariations",
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setting_type = "startup",
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minimum_value = 1,
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maximum_value = 7,
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default_value = 1,
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order = "l[modifier]-h[unit]",
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per_user = false
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},
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{
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type = "int-setting",
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