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tweaks to temperament scoring
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@ -44,9 +44,12 @@ Date: 23. 11. 2021
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- Reduced player, enemy, resource scanned chunks to 2 every 7 ticks
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- Reduced player, enemy, resource scanned chunks to 2 every 7 ticks
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- Reduced pheromone map processed chunks to 105 every 7 ticks
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- Reduced pheromone map processed chunks to 105 every 7 ticks
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- 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.
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- 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.
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- Reduced active nest contribution to temperament by 50% which causes expansions more frequently
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- Increased nest activeness duration upto 2 minutes between checks
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- Increased nest activeness duration upto 2 minutes between checks
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- Increased deathThreshold for adaptation to 4500<50%evo, 7500<75%evo, 11000<90%evo, 16000
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- Increased deathThreshold for adaptation to 4500<50%evo, 7500<75%evo, 11000<90%evo, 16000
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- Now one spawner covered in pollution is worth 25 raid spawners to offset temperament contribution
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- Now one spawner covered in pollution is worth 15 destroyed enemy structures to offset temperament contribution
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- Now one spawner covered in pollution is worth 22 built enemy structures to offset temperament contribution
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- 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
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Bugfixes:
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Bugfixes:
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- 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.
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- 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.
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- Fixed vengence squads only processing half the expected chunks
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- Fixed vengence squads only processing half the expected chunks
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@ -344,17 +344,17 @@ local function temperamentPlanner(map)
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if lostEnemyUnits > 0 then
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if lostEnemyUnits > 0 then
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local multipler
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local multipler
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if map.evolutionLevel < 0.3 then
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if map.evolutionLevel < 0.3 then
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multipler = 0.000434
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elseif map.evolutionLevel < 0.5 then
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multipler = 0.000217
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multipler = 0.000217
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elseif map.evolutionLevel < 0.7 then
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elseif map.evolutionLevel < 0.5 then
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multipler = 0.000108
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multipler = 0.000108
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elseif map.evolutionLevel < 0.9 then
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elseif map.evolutionLevel < 0.7 then
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multipler = 0.000054
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multipler = 0.000054
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elseif map.evolutionLevel < 0.9 then
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elseif map.evolutionLevel < 0.9 then
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multipler = 0.000027
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multipler = 0.000027
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else
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elseif map.evolutionLevel < 0.9 then
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multipler = 0.0000135
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multipler = 0.0000135
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else
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multipler = 0.00000675
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end
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end
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local val = (multipler * lostEnemyUnits)
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local val = (multipler * lostEnemyUnits)
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if (currentTemperament > 0) then
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if (currentTemperament > 0) then
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@ -365,7 +365,7 @@ local function temperamentPlanner(map)
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end
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end
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if lostEnemyBuilding > 0 then
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if lostEnemyBuilding > 0 then
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local val = (0.072317 * lostEnemyBuilding)
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local val = (0.0015 * lostEnemyBuilding)
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if (currentTemperament > 0) then
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if (currentTemperament > 0) then
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delta = delta - val
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delta = delta - val
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else
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else
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@ -373,8 +373,8 @@ local function temperamentPlanner(map)
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end
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end
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end
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end
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if (builtEnemyBuilding > 0) then
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if builtEnemyBuilding > 0 then
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local val = (0.004339 * builtEnemyBuilding)
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local val = (0.0006818 * builtEnemyBuilding)
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if (currentTemperament > 0) then
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if (currentTemperament > 0) then
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delta = delta - val
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delta = delta - val
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else
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else
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