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see changelog
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@ -10,10 +10,14 @@ Date: 03. 04. 2021
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- Decreased Poison faction cloud damage by 25%
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- Increased suicide biters damage by 50%
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- Added scorchmark scaling to new enemies
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- Increased squad used chunks that are tracked by 30%
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- Reduced movement penalty on chunks added by squad movement by 50%
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Bugfixes:
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- Fixed nocturnal biters mod setting description. As vanilla attacks have been integrated
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- Fixed missing locale for fire spitter acid pool
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- Fixed tooltip for suicide and nuclear biters
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- Fixed tooltip for suicide and nuclear biters
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- Fixed removing a faction mid play-through caused a crash
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- Fixed squads not getting commands processed every ticks
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---------------------------------------------------------------------------------------------------
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Version: 1.0.6
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@ -957,7 +957,6 @@ script.on_event(defines.events.on_tick,
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elseif (pick == 3) then
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processStaticMap(map)
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disperseVictoryScent(map)
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cleanSquads(map)
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processVengence(map)
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elseif (pick == 4) then
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scanResourceMap(map, tick)
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@ -971,6 +970,7 @@ script.on_event(defines.events.on_tick,
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end
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processActiveNests(map, tick)
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cleanSquads(map)
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-- game.print({"", "--dispatch4 ", profiler, ", ", pick, ", ", game.tick, " ", mRandom()})
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end)
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@ -598,17 +598,21 @@ function baseUtils.rebuildNativeTables(universe, rg)
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end
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end
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-- local evoIndex = evoToTier(universe, universe.evolutionLevel)
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local evoIndex = evoToTier(universe, universe.evolutionLevel)
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-- for _,base in pairs(universe.bases) do
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-- for x=1,#base.alignment do
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-- local alignment = base.alignment[x]
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-- if not universe.buildingEvolveLookup[alignment] then
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-- base.alignment = findBaseInitialAlignment(universe, evoIndex)
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-- break
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-- end
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-- end
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-- end
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if universe.maps then
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for _,map in pairs(universe.maps) do
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for _,base in pairs(map.bases) do
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for x=1,#base.alignment do
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local alignment = base.alignment[x]
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if not universe.buildingEvolveLookup[alignment] then
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base.alignment = findBaseInitialAlignment(universe, evoIndex)
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break
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end
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end
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end
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end
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end
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end
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baseUtilsG = baseUtils
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@ -193,6 +193,7 @@ constants.MOVEMENT_PENALTY_AMOUNT = 300000
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constants.DEATH_PHEROMONE_GENERATOR_AMOUNT = 1300
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constants.DOUBLE_DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.DEATH_PHEROMONE_GENERATOR_AMOUNT * 2
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constants.TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.DEATH_PHEROMONE_GENERATOR_AMOUNT * 10
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constants.FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.DEATH_PHEROMONE_GENERATOR_AMOUNT * 5
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constants.PLAYER_PHEROMONE_GENERATOR_AMOUNT = 300
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constants.IMPASSABLE_TERRAIN_GENERATOR_AMOUNT = 0
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@ -52,15 +52,15 @@ function movementUtils.addMovementPenalty(squad, chunk)
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for i=1,penaltyCount do
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local penalty = penalties[i]
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if (penalty.c == chunk) then
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penalty.v = ((penaltyCount > 1) and penalty.v + 1) or penalty.v
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penalty.v = penalty.v + 1
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if (penalty.v > 2) then
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squad.kamikaze = true
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end
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return
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end
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end
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if (penaltyCount == 7) then
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tableRemove(penalties, 7)
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if (penaltyCount == 10) then
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tableRemove(penalties, 10)
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end
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tableInsert(penalties,
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1,
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@ -18,6 +18,7 @@ local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE
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local TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT
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local FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT
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local SQUAD_BUILDING = constants.SQUAD_BUILDING
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@ -117,7 +118,7 @@ local function settleMove(map, squad)
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elseif squad.kamikaze then
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scoreFunction = scoreResourceLocationKamikaze
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end
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addDeathGenerator(map, chunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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addDeathGenerator(map, chunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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addSquadToChunk(map, chunk, squad)
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addMovementPenalty(squad, chunk)
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local distance = euclideanDistancePoints(groupPosition.x,
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@ -179,9 +180,9 @@ local function settleMove(map, squad)
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targetPosition.x = position.x
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targetPosition.y = position.y
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if nextAttackChunk then
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addDeathGenerator(map, nextAttackChunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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addDeathGenerator(map, nextAttackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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else
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addDeathGenerator(map, attackChunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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addDeathGenerator(map, attackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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end
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else
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cmd = universe.wonderCommand
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@ -243,7 +244,7 @@ local function attackMove(map, squad)
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attackScorer = scoreAttackKamikazeLocation
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end
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local squadChunk = squad.chunk
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addDeathGenerator(map, squadChunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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addDeathGenerator(map, squadChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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addSquadToChunk(map, chunk, squad)
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addMovementPenalty(squad, chunk)
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squad.frenzy = (squad.frenzy and (euclideanDistanceNamed(groupPosition, squad.frenzyPosition) < 100))
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@ -275,9 +276,9 @@ local function attackMove(map, squad)
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targetPosition.x = position.x
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targetPosition.y = position.y
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if nextAttackChunk then
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addDeathGenerator(map, nextAttackChunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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addDeathGenerator(map, nextAttackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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else
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addDeathGenerator(map, attackChunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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addDeathGenerator(map, attackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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end
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end
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@ -332,7 +333,7 @@ function squadAttack.cleanSquads(map)
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else
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local group = squad.group
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if not group.valid then
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addDeathGenerator(map, squad.chunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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addDeathGenerator(map, squad.chunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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removeSquadFromChunk(map, squad)
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if (map.regroupIterator == k) then
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map.regroupIterator = nil
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