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siege now sends some raiding squads
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@ -32,6 +32,7 @@ Date: 23. 11. 2021
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- Surfaces are allocated but don't begin processing until the first enemy structure or unit group is found
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- Map cleanup is now processed regardless of current active map
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- Chunk pass scanning is now processed regardless of current active map
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- Siege AI state now sends roughly 1 raid group every 3 settler groups if raiding is enabled
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Tweaks:
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- Increase chance to upgrade an enemy structure from 5% to 30%
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- 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
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@ -82,7 +82,7 @@ end
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local function attackWaveValidCandidate(chunk, map)
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local isValid = getNestActiveness(map, chunk)
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if map.state == AI_STATE_RAIDING then
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if (map.state == AI_STATE_RAIDING) or (map.state == AI_STATE_SIEGE) then
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isValid = isValid + getRaidNestActiveness(map, chunk)
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end
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return (isValid > 0)
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@ -23,7 +23,8 @@ function aiPredicates.canAttack(map)
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local surface = map.surface
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local goodAI = (((map.state == AI_STATE_AGGRESSIVE) and (map.sentAggressiveGroups < map.maxAggressiveGroups)) or
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(map.state == AI_STATE_RAIDING) or
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(map.state == AI_STATE_ONSLAUGHT))
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(map.state == AI_STATE_ONSLAUGHT) or
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(map.universe.raidAIToggle and (map.state == AI_STATE_SIEGE) and (map.random() < 0.025)))
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local notPeaceful = not surface.peaceful_mode
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local nocturalMode = map.universe.aiNocturnalMode
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local noctural = (not nocturalMode) or (nocturalMode and surface.darkness > 0.65)
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@ -532,7 +532,8 @@ local function processSpawnersBody(universe, iterator, chunks)
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local attack = canAttack(map)
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if migrate then
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formSettlers(map, chunk)
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elseif attack then
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end
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if attack then
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formSquads(map, chunk)
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end
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end
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