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adding primary faction when two are present in a base

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Aaron Veden 2021-11-26 11:28:27 -08:00
parent 85ee0052d8
commit 8000a0a713
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GPG Key ID: FF5990B1C6DD3F84
2 changed files with 12 additions and 1 deletions

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@ -11,6 +11,7 @@ Date: 23. 11. 2021
- Optimized regional base upgrades so that the work is spread over many ticks reducing lag spikes
- Optimized adding new chunks to the Rampant in-memory state map
Tweaks:
- New enemy regional bases that have two factions now do 75% on one faction and 25% on the faction for building and upgrading enemy structures
- Doubled the processing rate of regional faction bases with new enemies
- Added a small chance (0.5%) that Hives can spawn outside resource patches (Thank you Dimm2101)
- Increased suicide and nuclear biters attack range from 0.5 to 1

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@ -269,7 +269,17 @@ function baseUtils.upgradeEntity(entity, baseAlignment, map, disPos, evolve, reg
local distance = mMin(1, euclideanDistancePoints(position.x, position.y, 0, 0) * BASE_DISTANCE_TO_EVO_INDEX)
local evoIndex = mMax(distance, map.evolutionLevel)
local spawnerName = findEntityUpgrade(baseAlignment[mRandom(#baseAlignment)],
local pickedBaseAlignment
if (#baseAlignment == 2) then
if mRandom() < 0.75 then
pickedBaseAlignment = baseAlignment[2]
else
pickedBaseAlignment = baseAlignment[1]
end
else
pickedBaseAlignment = baseAlignment[1]
end
local spawnerName = findEntityUpgrade(pickedBaseAlignment,
currentEvo,
evoIndex,
entity,