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https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-24 00:13:36 +00:00
rebalance troops increase & max population
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@@ -264,22 +264,29 @@
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-- v0.13.0 release
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* make troops regenerate slower in mid-late game
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* player info show territory
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* make boats work on lakes
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* compute mini map offline
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* make url allow to join game
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* show players joined username in private lobby
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* have bots build cities & defense posts & nukes
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* troop density affects attack bonus
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* bug: NPCs don't have money
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* record game winner
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* pause button in single player
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* refresh graphics after tab away
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* right click brings up player info menu
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* seperate server config from client config
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* bug: player names not updating sometimes
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--- v0.14.0 release
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* make player editeable configs
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* couldn't scroll left on build menu to deploy bombs (mobile)
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* UI/test too big on mobile
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* bug: build city 25k bump doesn't match troop/worker ratio
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* bug: mobile: if you don't have enough money can't get rid of build menu
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* have bots build cities & defense posts
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* allow longer names and allow them to be displayed in the Rank UI not be cut
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* make boats work on lakes
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* record game winner
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* repaint canvas after tab away to prevent blank screen
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* have nation spawn with irl territory
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* on mobile can't click away from build menu
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@@ -287,8 +294,6 @@
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* record commit hash of game
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* remove alliance when player dies
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* put delay on adjust troop ratio to reduce number of messages
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* make clientID & playerID smaller
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* pause button in single player
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* when hovering over another player have the name not appear ontop of the exit cross
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* have a visual thing of who your attacking and how many boats you sent
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* make the sliders bigger. Like vertically.
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@@ -106,8 +106,8 @@ export abstract class DefaultConfig implements Config {
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return {
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cost: (p: Player) =>
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Math.min(
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500_000,
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(p.units(UnitType.DefensePost).length + 1) * 100_000
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250_000,
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(p.units(UnitType.DefensePost).length + 1) * 50_000
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),
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territoryBound: true
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}
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@@ -252,7 +252,7 @@ export abstract class DefaultConfig implements Config {
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}
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maxPopulation(player: Player): number {
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let maxPop = Math.sqrt(player.numTilesOwned()) * 3000 + 50000
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let maxPop = Math.pow(player.numTilesOwned(), .6) * 1000 + 50000
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if (player.type() == PlayerType.Bot) {
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return maxPop
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}
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@@ -262,12 +262,12 @@ export abstract class DefaultConfig implements Config {
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populationIncreaseRate(player: Player): number {
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let max = this.maxPopulation(player)
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let toAdd = 10 + (player.population() + Math.sqrt(player.population() * player.numTilesOwned())) / 100
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// const thing = Math.sqrt(player.population() + player.population() * player.workers())
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let toAdd = 10 + Math.pow(player.population(), .7) / 5
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const ratio = 1 - (player.population() / max)
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toAdd *= ratio
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toAdd *= .5
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// consolex.log(`to add ${toAdd}`)
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if (player.type() == PlayerType.FakeHuman) {
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toAdd *= 1.0
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@@ -276,7 +276,7 @@ export abstract class DefaultConfig implements Config {
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toAdd *= .7
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}
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return Math.min(player.troops() + toAdd, max) - player.troops()
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return Math.min(player.population() + toAdd, max) - player.population()
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}
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goldAdditionRate(player: Player): number {
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@@ -8,7 +8,7 @@ export const devConfig = new class extends DefaultConfig {
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unitInfo(type: UnitType): UnitInfo {
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const info = super.unitInfo(type)
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const oldCost = info.cost
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info.cost = (p: Player) => oldCost(p) / 10000
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// info.cost = (p: Player) => oldCost(p) / 10000
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return info
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}
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@@ -25,12 +25,12 @@ export const devConfig = new class extends DefaultConfig {
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lobbyLifetime(): number {
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return 10 * 1000
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}
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tradeShipSpawnRate(): number {
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return 10
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}
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boatMaxDistance(): number {
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return 5000
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}
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// tradeShipSpawnRate(): number {
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// return 10
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// }
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// boatMaxDistance(): number {
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// return 5000
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// }
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// numBots(): number {
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// return 1
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