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see readme
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@ -33,7 +33,7 @@ Configure Options not in game menu:
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- Frenzy squads - When a unit group gets close to a player or start combat they switch to attacking everything in there path for a set radius or until there is nothing left
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- Rabid squads - Is in a permanent frenzied state as soon as the group is formed
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- Tactical Retreats - These will take place when a unit group is in a chunk that has reached a death threshold
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- Unit Group Merging - If multiple unit groups retreat at the same time there is a chance the groups will merge
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- Unit Group Merging - If two squads occupy roughly the same area and are doing the same task then they will merge
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- Unit Group Forming - Any chunks with spawners in it that is covered by a pollution or player clouds will form groups based on the evolution factor
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- Probing Behavior Against Defenses - unit groups will attempt to avoid chunks that are soaked in death
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- Player Hunting - Unit groups will track the player based on there emitted pheromone cloud
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@ -43,7 +43,7 @@ Configure Options not in game menu:
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- No Homing Projectiles - All projectiles are fired at locations and no longer track the player
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- Pathfinding - Unit groups will use potential fields to perform only single step pathfinding allowing for efficient and dynamic pathing
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- Peace mode - If something sets peace mode, Rampant will respect it
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- Ion Cannon Reaction - When using the Ion Cannon Mod, biters will
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- Ion Cannon Reaction - Firing the Ion Cannon will cause nests around the blast site to form into an attack wave and agitate all biters
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# Planned Features
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@ -59,10 +59,13 @@ Configure Options not in game menu:
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0.15.11 -
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- Feature: Ion cannon mod integration
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- Fixed: Player region scan can no longer overlap passive map scan causing double processing
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- Tweak: Setting group disown distance back to the default of 10 from 5
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- Tweak: Increased group late unit threshold from 80 to 360 ticks
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- Tweak: Increased rally cry chance from 0.02(@100 evo) to 0.08(@100 evo) compensate for the once per logic cycle per chunk
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- Improvement: Changed biter base detection from slow map scan to event
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- Improvement: Added negative score contribution to nest causing biters to move around nests instead of through
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- Improvement: Increased player pheromone for weight multipler from 25 to 50 for hunting parties
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- Optimization: Reduced max number of active squads from 40 to 30, reducing large lag spikes
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- Optimization: Player region scan can no longer overlap passive map scan causing double processing
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- Optimization: Short circuit rally cry search if not enough points to make a squad
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- Optimization: Short circuit vengence squad search if not enough points to make a squad
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@ -99,9 +99,6 @@ function upgrade.attempt(natives, regionMap)
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mapSettings.max_failed_behavior_count = constants.MAX_FAILED_BEHAVIORS
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mapSettings.unit_group.member_disown_distance = constants.UNIT_GROUP_DISOWN_DISTANCE
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mapSettings.unit_group.tick_tolerance_when_member_arrives = constants.UNIT_GROUP_TICK_TOLERANCE
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mapSettings.unit_group.max_group_radius = constants.UNIT_GROUP_MAX_RADIUS
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mapSettings.unit_group.max_member_speedup_when_behind = constants.UNIT_GROUP_MAX_SPEED_UP
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mapSettings.unit_group.max_member_slowdown_when_ahead = constants.UNIT_GROUP_MAX_SLOWDOWN
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@ -124,6 +121,10 @@ function upgrade.attempt(natives, regionMap)
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natives.unitRefundAmount = 0
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natives.attackWaveThreshold = 0
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local mapSettings = game.map_settings
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mapSettings.unit_group.member_disown_distance = constants.UNIT_GROUP_DISOWN_DISTANCE
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mapSettings.unit_group.tick_tolerance_when_member_arrives = constants.UNIT_GROUP_TICK_TOLERANCE
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-- used for breaking up how many squads are processing per logic cycle
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natives.regroupIndex = 1
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@ -55,7 +55,7 @@ function chunkProcessor.processPendingChunks(natives, regionMap, surface, pendin
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end
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end
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if (count >= 3500) and (start > 0) then
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surface.print("Rampant " .. (start - count) .. " Remaining chunks to process")
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surface.print("Rampant - " .. (start - count) .. " Remaining chunks to process")
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end
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end
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@ -57,7 +57,7 @@ constants.AI_MAX_OVERFLOW_POINTS = constants.AI_MAX_POINTS * 3
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constants.AI_UNIT_REFUND = 3
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constants.AI_MAX_SQUAD_COUNT = 40
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constants.AI_MAX_SQUAD_COUNT = 30
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constants.AI_MAX_BITER_GROUP_SIZE = 450
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constants.AI_SQUAD_MERGE_THRESHOLD = constants.AI_MAX_BITER_GROUP_SIZE * 0.75
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@ -184,8 +184,8 @@ constants.PATH_FINDER_MIN_STEPS_TO_CHECK_PATH = 300
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constants.MAX_FAILED_BEHAVIORS = 6
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constants.UNIT_GROUP_DISOWN_DISTANCE = 5
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constants.UNIT_GROUP_TICK_TOLERANCE = 80
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constants.UNIT_GROUP_DISOWN_DISTANCE = 10
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constants.UNIT_GROUP_TICK_TOLERANCE = 360
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constants.UNIT_GROUP_MAX_RADIUS = 20
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constants.UNIT_GROUP_MAX_SPEED_UP = 1.1
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@ -42,7 +42,7 @@ rampant-attackPlayerThreshold=Player score contribution threshold
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rampant-permanentNocturnal=Permanent Nocturnal Mode
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rampant-aiPointsScaler=Difficulty Scaling
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rampant-addWallResistanceAcid=Increase wall resistance to spitters
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rampant-useCustomAI=Use Custom AI
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rampant-useCustomAI=Use Custom AI (Still in Dev)
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[mod-setting-description]
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rampant-useDumbProjectiles=Turns off homing projectiles for worms and spitters
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@ -179,7 +179,7 @@ data:extend({
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name = "rampant-useCustomAI",
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description = "rampant-useCustomAI",
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setting_type = 'startup',
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default_value = true,
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default_value = false,
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order = "h[total]-a[ai]",
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per_user = false
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}
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