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tweaked state chances under 0.2 temperament
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@ -56,6 +56,8 @@ Date: 23. 11. 2021
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- Now +/-0.05 temperament from 0.5 gives an extra 0.1 points to AI each cycle, +/-0.15 gives 0.2, +/-0.30 gives 0.3, +/-0.5 gives 0.5
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- Siege squads no longer move toward resources only towards players and player buildings
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- Siege state no longer uses all spawners only pollution covered and active raid spawners (raid spawners are a status, not necessarily tied to raiding AI state)
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- Increased migration ai state chance at min temperament by 5% and if migration is disabled increased raiding to 70% chance
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- Increased siege chance to 60% chance between temperament (0.05, 0.20) and if migration is disabled increased raiding to 60%
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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 vengence squads only processing half the expected chunks
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@ -156,17 +156,19 @@ local function planning(map, evolution_factor, tick)
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local roll = universe.random()
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if (map.temperament < 0.05) then -- 0 - 0.05
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if universe.enabledMigration then
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if (roll < 0.7) and universe.siegeAIToggle then
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if (roll < 0.35) then
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map.state = AI_STATE_MIGRATING
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elseif universe.siegeAIToggle then
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map.state = AI_STATE_SIEGE
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else
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map.state = AI_STATE_MIGRATING
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end
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else
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if universe.raidAIToggle then
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if (roll < 0.85) then
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map.state = AI_STATE_AGGRESSIVE
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else
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if (roll < 0.70) then
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map.state = AI_STATE_RAIDING
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else
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map.state = AI_STATE_AGGRESSIVE
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end
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else
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map.state = AI_STATE_AGGRESSIVE
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@ -174,14 +176,16 @@ local function planning(map, evolution_factor, tick)
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end
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elseif (map.temperament < 0.20) then -- 0.05 - 0.2
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if (universe.enabledMigration) then
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if (roll < 0.4) and universe.siegeAIToggle then
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if (roll < 0.4) then
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map.state = AI_STATE_MIGRATING
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elseif universe.siegeAIToggle then
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map.state = AI_STATE_SIEGE
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else
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map.state = AI_STATE_MIGRATING
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end
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else
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if universe.raidAIToggle then
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if (roll < 0.95) then
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if (roll < 0.40) then
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map.state = AI_STATE_AGGRESSIVE
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else
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map.state = AI_STATE_RAIDING
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