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added raiding ai state to lower temperament

This commit is contained in:
Aaron Veden 2021-12-10 13:32:14 -08:00
parent 04526dda70
commit d462e8f32d
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GPG Key ID: FF5990B1C6DD3F84
2 changed files with 6 additions and 1 deletions

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@ -34,6 +34,7 @@ Date: 23. 11. 2021
- Chunk pass scanning is now processed regardless of current active map
- Siege AI state now sends roughly 1 raid group every 3 settler groups if raiding is enabled
- Siege groups now try to settle just outside player structures as opposed to attacking
- Added Raid AI state to lower temperament scores @ 20% at 0 temperament and 15% at (0.2, 0.4)
Tweaks:
- Increase chance to upgrade an enemy structure from 5% to 30%
- 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

View File

@ -156,8 +156,10 @@ local function planning(map, evolution_factor, tick)
local roll = universe.random()
if (map.temperament < 0.05) then -- 0 - 0.05
if universe.enabledMigration then
if (roll < 0.35) then
if (roll < 0.30) then
map.state = AI_STATE_MIGRATING
elseif (roll < 0.50) and universe.raidAIToggle then
map.state = AI_STATE_RAIDING
elseif universe.siegeAIToggle then
map.state = AI_STATE_SIEGE
else
@ -178,6 +180,8 @@ local function planning(map, evolution_factor, tick)
if (universe.enabledMigration) then
if (roll < 0.4) then
map.state = AI_STATE_MIGRATING
elseif (roll < 0.55) and universe.raidAIToggle then
map.state = AI_STATE_RAIDING
elseif universe.siegeAIToggle then
map.state = AI_STATE_SIEGE
else