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https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-24 13:52:45 +00:00
adjusted attack formula further. reenabled fallout nerf.
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@@ -449,8 +449,8 @@ export class DefaultConfig implements Config {
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if (gm.hasFallout(tileToConquer)) {
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const falloutRatio = gm.numTilesWithFallout() / gm.numLandTiles();
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//mag *= this.falloutDefenseModifier(falloutRatio);
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//speed *= this.falloutDefenseModifier(falloutRatio);
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mag *= this.falloutDefenseModifier(falloutRatio);
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speed *= this.falloutDefenseModifier(falloutRatio);
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}
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if (attacker.isPlayer() && defenderIsPlayer) {
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@@ -480,7 +480,7 @@ export class DefaultConfig implements Config {
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(defender.isTraitor() ? this.traitorDefenseDebuff() : 1),
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defenderTroopLoss: defenderdensity,
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tilesPerTickUsed: within(
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2.1 * defenderdensity ** 0.6 * adjustedRatio ** 0.8 * speed,
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5 * defenderdensity ** 0.5 * adjustedRatio ** 0.8 * speed,
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8,
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1000,
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),
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@@ -538,13 +538,13 @@ export class DefaultConfig implements Config {
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if (playerInfo.playerType == PlayerType.FakeHuman) {
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switch (this._gameConfig.difficulty) {
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case Difficulty.Easy:
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return 2_500 * (playerInfo?.nation?.strength ?? 1);
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return 2_500 + 1000 * (playerInfo?.nation?.strength ?? 1);
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case Difficulty.Medium:
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return 12_000 + 2000 * (playerInfo?.nation?.strength ?? 1);
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case Difficulty.Hard:
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return 20_000 * (playerInfo?.nation?.strength ?? 1);
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return 20_000 + 4000 * (playerInfo?.nation?.strength ?? 1);
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case Difficulty.Impossible:
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return 50_000 * (playerInfo?.nation?.strength ?? 1);
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return 50_000 + 8000 * (playerInfo?.nation?.strength ?? 1);
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}
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}
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return this.infiniteTroops() ? 1_000_000 : 25_000;
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@@ -554,7 +554,7 @@ export class DefaultConfig implements Config {
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const maxPop =
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player.type() == PlayerType.Human && this.infiniteTroops()
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? 1_000_000_000
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: 1 * (player.numTilesOwned() * 30 + 100000) +
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: 1 * (player.numTilesOwned() * 30 + 50000) +
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player.units(UnitType.City).length * this.cityPopulationIncrease();
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if (player.type() == PlayerType.Bot) {
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@@ -80,12 +80,8 @@ export class PlayerExecution implements Execution {
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}
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const popInc = this.config.populationIncreaseRate(this.player);
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this.player.addWorkers(
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popInc * (1 - this.player.troops() / this.player.population()),
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);
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this.player.addTroops(
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(popInc * this.player.troops()) / this.player.population(),
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);
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this.player.addWorkers(popInc * (1 - this.player.targetTroopRatio()));
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this.player.addTroops(popInc * this.player.targetTroopRatio());
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this.player.addGold(this.config.goldAdditionRate(this.player));
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const adjustRate = this.config.troopAdjustmentRate(this.player);
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this.player.addTroops(adjustRate);
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