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see changelog
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@ -12,12 +12,15 @@ Date: 03. 04. 2021
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- Added scorchmark scaling to new enemies
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- Increased squad used chunks that are tracked by 30%
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- Reduced movement penalty on chunks added by squad movement by 50%
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- Halved AI points gained per tick
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- Increased minimum AI points allow for one settler group
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Bugfixes:
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- Fixed nocturnal biters mod setting description. As vanilla attacks have been integrated
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- Fixed missing locale for fire spitter acid pool
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- Fixed tooltip for suicide and nuclear biters
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- Fixed removing a faction mid play-through caused a crash
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- Fixed squads not getting commands processed every ticks
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- Fixed AI not gaining points at low levels of evolution
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---------------------------------------------------------------------------------------------------
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Version: 1.0.6
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@ -95,8 +95,8 @@ function aiPlanning.planning(map, evolution_factor, tick)
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universe.unitRefundAmount = AI_UNIT_REFUND * evolution_factor
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universe.kamikazeThreshold = NO_RETREAT_BASE_PERCENT + (evolution_factor * NO_RETREAT_EVOLUTION_BONUS_MAX)
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local points = mFloor((AI_POINT_GENERATOR_AMOUNT * mRandom()) + (map.activeNests * 0.028702) +
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(((AI_POINT_GENERATOR_AMOUNT * 0.080367) * (evolution_factor ^ 2.5)) * universe.aiPointsScaler))
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local points = ((AI_POINT_GENERATOR_AMOUNT * mRandom()) + (map.activeNests * 0.028702) +
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(((AI_POINT_GENERATOR_AMOUNT * 0.080367) * mMax(evolution_factor ^ 2.5, 0.1)) * universe.aiPointsScaler))
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if (map.state == AI_STATE_ONSLAUGHT) then
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points = points * 2
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@ -368,14 +368,14 @@ function aiPlanning.temperamentPlanner(map)
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-- map.ionCannonBlasts = 0
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-- map.artilleryBlasts = 0
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-- if game.tick % 240 == 0 then
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-- print("temperament", map.activeNests, map.activeRaidNests, map.destroyPlayerBuildings,
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-- map.lostEnemyUnits, map.lostEnemyBuilding, map.rocketLaunched, map.builtEnemyBuilding,
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-- map.ionCannonBlasts, map.artilleryBlasts)
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if game.tick % 240 == 0 then
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print("temperament", map.activeNests, map.activeRaidNests, map.destroyPlayerBuildings,
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map.lostEnemyUnits, map.lostEnemyBuilding, map.rocketLaunched, map.builtEnemyBuilding,
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map.ionCannonBlasts, map.artilleryBlasts)
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-- print("tempResult", map.temperament, map.temperamentScore, map.points, map.state, map.surface.index)
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-- print("--")
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-- end
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print("tempResult", map.temperament, map.temperamentScore, map.points, map.state, map.surface.index)
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print("--")
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end
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end
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aiPlanningG = aiPlanning
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@ -115,8 +115,8 @@ constants.MAX_TICKS_BEFORE_SORT_CHUNKS = 60 * 60 * 30 -- 1 tick = 1/60 sec * 60
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constants.RESOURCE_MINIMUM_FORMATION_DELTA = 15
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constants.MINIMUM_AI_POINTS = 200
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constants.AI_POINT_GENERATOR_AMOUNT = 0.688863
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constants.MINIMUM_AI_POINTS = 400
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constants.AI_POINT_GENERATOR_AMOUNT = 0.3444315
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constants.AI_SQUAD_COST = 175
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constants.RECOVER_NEST_COST = constants.AI_SQUAD_COST
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constants.RECOVER_WORM_COST = constants.AI_SQUAD_COST * 0.5
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