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see changelog

This commit is contained in:
Aaron Veden 2021-04-04 21:46:43 -07:00
parent 538b4b82d6
commit eb36e62db5
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GPG Key ID: FF5990B1C6DD3F84
6 changed files with 32 additions and 22 deletions

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@ -10,10 +10,14 @@ Date: 03. 04. 2021
- Decreased Poison faction cloud damage by 25%
- Increased suicide biters damage by 50%
- Added scorchmark scaling to new enemies
- Increased squad used chunks that are tracked by 30%
- Reduced movement penalty on chunks added by squad movement by 50%
Bugfixes:
- Fixed nocturnal biters mod setting description. As vanilla attacks have been integrated
- Fixed missing locale for fire spitter acid pool
- Fixed tooltip for suicide and nuclear biters
- Fixed tooltip for suicide and nuclear biters
- Fixed removing a faction mid play-through caused a crash
- Fixed squads not getting commands processed every ticks
---------------------------------------------------------------------------------------------------
Version: 1.0.6

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@ -957,7 +957,6 @@ script.on_event(defines.events.on_tick,
elseif (pick == 3) then
processStaticMap(map)
disperseVictoryScent(map)
cleanSquads(map)
processVengence(map)
elseif (pick == 4) then
scanResourceMap(map, tick)
@ -971,6 +970,7 @@ script.on_event(defines.events.on_tick,
end
processActiveNests(map, tick)
cleanSquads(map)
-- game.print({"", "--dispatch4 ", profiler, ", ", pick, ", ", game.tick, " ", mRandom()})
end)

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@ -598,17 +598,21 @@ function baseUtils.rebuildNativeTables(universe, rg)
end
end
-- local evoIndex = evoToTier(universe, universe.evolutionLevel)
local evoIndex = evoToTier(universe, universe.evolutionLevel)
-- for _,base in pairs(universe.bases) do
-- for x=1,#base.alignment do
-- local alignment = base.alignment[x]
-- if not universe.buildingEvolveLookup[alignment] then
-- base.alignment = findBaseInitialAlignment(universe, evoIndex)
-- break
-- end
-- end
-- end
if universe.maps then
for _,map in pairs(universe.maps) do
for _,base in pairs(map.bases) do
for x=1,#base.alignment do
local alignment = base.alignment[x]
if not universe.buildingEvolveLookup[alignment] then
base.alignment = findBaseInitialAlignment(universe, evoIndex)
break
end
end
end
end
end
end
baseUtilsG = baseUtils

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@ -193,6 +193,7 @@ constants.MOVEMENT_PENALTY_AMOUNT = 300000
constants.DEATH_PHEROMONE_GENERATOR_AMOUNT = 1300
constants.DOUBLE_DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.DEATH_PHEROMONE_GENERATOR_AMOUNT * 2
constants.TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.DEATH_PHEROMONE_GENERATOR_AMOUNT * 10
constants.FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.DEATH_PHEROMONE_GENERATOR_AMOUNT * 5
constants.PLAYER_PHEROMONE_GENERATOR_AMOUNT = 300
constants.IMPASSABLE_TERRAIN_GENERATOR_AMOUNT = 0

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@ -52,15 +52,15 @@ function movementUtils.addMovementPenalty(squad, chunk)
for i=1,penaltyCount do
local penalty = penalties[i]
if (penalty.c == chunk) then
penalty.v = ((penaltyCount > 1) and penalty.v + 1) or penalty.v
penalty.v = penalty.v + 1
if (penalty.v > 2) then
squad.kamikaze = true
end
return
end
end
if (penaltyCount == 7) then
tableRemove(penalties, 7)
if (penaltyCount == 10) then
tableRemove(penalties, 10)
end
tableInsert(penalties,
1,

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@ -18,6 +18,7 @@ local BASE_PHEROMONE = constants.BASE_PHEROMONE
local RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE
local TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT
local FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT
local SQUAD_BUILDING = constants.SQUAD_BUILDING
@ -117,7 +118,7 @@ local function settleMove(map, squad)
elseif squad.kamikaze then
scoreFunction = scoreResourceLocationKamikaze
end
addDeathGenerator(map, chunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
addDeathGenerator(map, chunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
addSquadToChunk(map, chunk, squad)
addMovementPenalty(squad, chunk)
local distance = euclideanDistancePoints(groupPosition.x,
@ -179,9 +180,9 @@ local function settleMove(map, squad)
targetPosition.x = position.x
targetPosition.y = position.y
if nextAttackChunk then
addDeathGenerator(map, nextAttackChunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
addDeathGenerator(map, nextAttackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
else
addDeathGenerator(map, attackChunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
addDeathGenerator(map, attackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
end
else
cmd = universe.wonderCommand
@ -243,7 +244,7 @@ local function attackMove(map, squad)
attackScorer = scoreAttackKamikazeLocation
end
local squadChunk = squad.chunk
addDeathGenerator(map, squadChunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
addDeathGenerator(map, squadChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
addSquadToChunk(map, chunk, squad)
addMovementPenalty(squad, chunk)
squad.frenzy = (squad.frenzy and (euclideanDistanceNamed(groupPosition, squad.frenzyPosition) < 100))
@ -275,9 +276,9 @@ local function attackMove(map, squad)
targetPosition.x = position.x
targetPosition.y = position.y
if nextAttackChunk then
addDeathGenerator(map, nextAttackChunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
addDeathGenerator(map, nextAttackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
else
addDeathGenerator(map, attackChunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
addDeathGenerator(map, attackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
end
end
@ -332,7 +333,7 @@ function squadAttack.cleanSquads(map)
else
local group = squad.group
if not group.valid then
addDeathGenerator(map, squad.chunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
addDeathGenerator(map, squad.chunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
removeSquadFromChunk(map, squad)
if (map.regroupIterator == k) then
map.regroupIterator = nil