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see changelog

This commit is contained in:
Aaron Veden 2021-04-11 19:33:59 -07:00
parent eb36e62db5
commit 0eb46527c2
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3 changed files with 14 additions and 11 deletions

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@ -12,12 +12,15 @@ Date: 03. 04. 2021
- Added scorchmark scaling to new enemies
- Increased squad used chunks that are tracked by 30%
- Reduced movement penalty on chunks added by squad movement by 50%
- Halved AI points gained per tick
- Increased minimum AI points allow for one settler group
Bugfixes:
- Fixed nocturnal biters mod setting description. As vanilla attacks have been integrated
- Fixed missing locale for fire spitter acid pool
- Fixed tooltip for suicide and nuclear biters
- Fixed removing a faction mid play-through caused a crash
- Fixed squads not getting commands processed every ticks
- Fixed AI not gaining points at low levels of evolution
---------------------------------------------------------------------------------------------------
Version: 1.0.6

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@ -95,8 +95,8 @@ function aiPlanning.planning(map, evolution_factor, tick)
universe.unitRefundAmount = AI_UNIT_REFUND * evolution_factor
universe.kamikazeThreshold = NO_RETREAT_BASE_PERCENT + (evolution_factor * NO_RETREAT_EVOLUTION_BONUS_MAX)
local points = mFloor((AI_POINT_GENERATOR_AMOUNT * mRandom()) + (map.activeNests * 0.028702) +
(((AI_POINT_GENERATOR_AMOUNT * 0.080367) * (evolution_factor ^ 2.5)) * universe.aiPointsScaler))
local points = ((AI_POINT_GENERATOR_AMOUNT * mRandom()) + (map.activeNests * 0.028702) +
(((AI_POINT_GENERATOR_AMOUNT * 0.080367) * mMax(evolution_factor ^ 2.5, 0.1)) * universe.aiPointsScaler))
if (map.state == AI_STATE_ONSLAUGHT) then
points = points * 2
@ -368,14 +368,14 @@ function aiPlanning.temperamentPlanner(map)
-- map.ionCannonBlasts = 0
-- map.artilleryBlasts = 0
-- if game.tick % 240 == 0 then
-- print("temperament", map.activeNests, map.activeRaidNests, map.destroyPlayerBuildings,
-- map.lostEnemyUnits, map.lostEnemyBuilding, map.rocketLaunched, map.builtEnemyBuilding,
-- map.ionCannonBlasts, map.artilleryBlasts)
if game.tick % 240 == 0 then
print("temperament", map.activeNests, map.activeRaidNests, map.destroyPlayerBuildings,
map.lostEnemyUnits, map.lostEnemyBuilding, map.rocketLaunched, map.builtEnemyBuilding,
map.ionCannonBlasts, map.artilleryBlasts)
-- print("tempResult", map.temperament, map.temperamentScore, map.points, map.state, map.surface.index)
-- print("--")
-- end
print("tempResult", map.temperament, map.temperamentScore, map.points, map.state, map.surface.index)
print("--")
end
end
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
constants.RESOURCE_MINIMUM_FORMATION_DELTA = 15
constants.MINIMUM_AI_POINTS = 200
constants.AI_POINT_GENERATOR_AMOUNT = 0.688863
constants.MINIMUM_AI_POINTS = 400
constants.AI_POINT_GENERATOR_AMOUNT = 0.3444315
constants.AI_SQUAD_COST = 175
constants.RECOVER_NEST_COST = constants.AI_SQUAD_COST
constants.RECOVER_WORM_COST = constants.AI_SQUAD_COST * 0.5