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tweaks to temperament scoring

This commit is contained in:
Aaron Veden 2021-12-09 19:56:11 -08:00
parent 1a60d01243
commit 302f703e71
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GPG Key ID: FF5990B1C6DD3F84
2 changed files with 12 additions and 9 deletions

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@ -44,9 +44,12 @@ Date: 23. 11. 2021
- Reduced player, enemy, resource scanned chunks to 2 every 7 ticks - Reduced player, enemy, resource scanned chunks to 2 every 7 ticks
- Reduced pheromone map processed chunks to 105 every 7 ticks - Reduced pheromone map processed chunks to 105 every 7 ticks
- All random numbers now are based of the mod settings seed added with the map seed. This means that the AI should always perform the same actions when loading a save. - All random numbers now are based of the mod settings seed added with the map seed. This means that the AI should always perform the same actions when loading a save.
- Reduced active nest contribution to temperament by 50% which causes expansions more frequently
- Increased nest activeness duration upto 2 minutes between checks - Increased nest activeness duration upto 2 minutes between checks
- Increased deathThreshold for adaptation to 4500<50%evo, 7500<75%evo, 11000<90%evo, 16000 - Increased deathThreshold for adaptation to 4500<50%evo, 7500<75%evo, 11000<90%evo, 16000
- Now one spawner covered in pollution is worth 25 raid spawners to offset temperament contribution
- Now one spawner covered in pollution is worth 15 destroyed enemy structures to offset temperament contribution
- Now one spawner covered in pollution is worth 22 built enemy structures to offset temperament contribution
- 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
Bugfixes: Bugfixes:
- 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. - 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.
- Fixed vengence squads only processing half the expected chunks - Fixed vengence squads only processing half the expected chunks

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@ -344,17 +344,17 @@ local function temperamentPlanner(map)
if lostEnemyUnits > 0 then if lostEnemyUnits > 0 then
local multipler local multipler
if map.evolutionLevel < 0.3 then if map.evolutionLevel < 0.3 then
multipler = 0.000434
elseif map.evolutionLevel < 0.5 then
multipler = 0.000217 multipler = 0.000217
elseif map.evolutionLevel < 0.7 then elseif map.evolutionLevel < 0.5 then
multipler = 0.000108 multipler = 0.000108
elseif map.evolutionLevel < 0.9 then elseif map.evolutionLevel < 0.7 then
multipler = 0.000054 multipler = 0.000054
elseif map.evolutionLevel < 0.9 then elseif map.evolutionLevel < 0.9 then
multipler = 0.000027 multipler = 0.000027
else elseif map.evolutionLevel < 0.9 then
multipler = 0.0000135 multipler = 0.0000135
else
multipler = 0.00000675
end end
local val = (multipler * lostEnemyUnits) local val = (multipler * lostEnemyUnits)
if (currentTemperament > 0) then if (currentTemperament > 0) then
@ -365,7 +365,7 @@ local function temperamentPlanner(map)
end end
if lostEnemyBuilding > 0 then if lostEnemyBuilding > 0 then
local val = (0.072317 * lostEnemyBuilding) local val = (0.0015 * lostEnemyBuilding)
if (currentTemperament > 0) then if (currentTemperament > 0) then
delta = delta - val delta = delta - val
else else
@ -373,8 +373,8 @@ local function temperamentPlanner(map)
end end
end end
if (builtEnemyBuilding > 0) then if builtEnemyBuilding > 0 then
local val = (0.004339 * builtEnemyBuilding) local val = (0.0006818 * builtEnemyBuilding)
if (currentTemperament > 0) then if (currentTemperament > 0) then
delta = delta - val delta = delta - val
else else