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just another balance
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@@ -120,7 +120,8 @@ export interface Config {
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defensePostRange(): number;
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SAMCooldown(): number;
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SiloCooldown(): number;
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defensePostDefenseBonus(): number;
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defensePostSpeedMultiplier(): number;
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defensePostLossMultiplier(): number;
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falloutDefenseModifier(percentOfFallout: number): number;
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difficultyModifier(difficulty: Difficulty): number;
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warshipPatrolRange(): number;
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@@ -218,8 +218,11 @@ export class DefaultConfig implements Config {
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defensePostRange(): number {
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return 40;
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}
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defensePostDefenseBonus(): number {
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return 5;
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defensePostLossMultiplier(): number {
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return 6;
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}
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defensePostSpeedMultiplier(): number {
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return 3;
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}
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numPlayerTeams(): number {
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return this._gameConfig.numPlayerTeams ?? 0;
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@@ -465,8 +468,8 @@ export class DefaultConfig implements Config {
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UnitType.DefensePost,
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)) {
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if (dp.unit.owner() == defender) {
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mag *= this.defensePostDefenseBonus();
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speed *= this.defensePostDefenseBonus();
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mag *= this.defensePostLossMultiplier();
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speed *= this.defensePostSpeedMultiplier();
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break;
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}
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}
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@@ -506,7 +509,7 @@ export class DefaultConfig implements Config {
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const attackratio = defenderTroops / attackTroops;
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return {
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attackerTroopLoss:
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mag * 20 +
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mag * 16 +
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defenderdensity *
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mag *
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(defender.isTraitor() ? this.traitorDefenseDebuff() : 1),
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@@ -520,7 +523,7 @@ export class DefaultConfig implements Config {
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};
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} else {
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return {
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attackerTroopLoss: attackerType == PlayerType.Bot ? mag * 20 : mag * 20,
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attackerTroopLoss: attackerType == PlayerType.Bot ? mag * 16 : mag * 16,
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defenderTroopLoss: 0,
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tilesPerTickUsed: 31 * speed, // * (10_000 / attackTroops) ** 0.5,
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};
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@@ -649,7 +649,7 @@ export class PlayerImpl implements Player {
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for (const city of this.units(UnitType.City)) {
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const created = city.createdAtTick();
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const age = created != null ? this.mg.ticks() - created : Infinity;
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const ramp = Math.min(age / 600, 1); // 60 seconds at 10 ticks/sec
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const ramp = Math.min(age / 450, 1); // 45 seconds at 10 ticks/sec
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cityPop += ramp * 500_000;
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}
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