Fixed Nuclear Complex gen / Increased damage simulation harshness
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@@ -88,7 +88,7 @@ public class Vars implements Loadable{
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/** duration of time between turns in ticks */
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public static final float turnDuration = 2 * Time.toMinutes;
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/** chance of an invasion per turn, 1 = 100% */
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public static final float baseInvasionChance = 1f / 80f;
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public static final float baseInvasionChance = 1f / 85f;
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/** how many turns have to pass before invasions start */
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public static final int invasionGracePeriod = 20;
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/** min armor fraction damage; e.g. 0.05 = at least 5% damage */
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@@ -519,6 +519,8 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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public void dumpLiquid(Liquid liquid){
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int dump = this.cdump;
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if(liquids.get(liquid) <= 0.0001f) return;
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if(!net.client() && state.isCampaign() && team == state.rules.defaultTeam) liquid.unlock();
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for(int i = 0; i < proximity.size; i++){
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@@ -338,9 +338,9 @@ public class SectorDamage{
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info.waveDpsSlope = reg.slope;
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//enemy units like to aim for a lot of non-essential things, so increase resulting health slightly
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info.sumHealth = sumHealth * 1.2f;
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info.sumHealth = sumHealth * 1.05f;
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//players tend to have longer range units/turrets, so assume DPS is higher
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info.sumDps = sumDps * 1.2f;
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info.sumDps = sumDps * 1.05f;
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info.sumRps = sumRps;
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info.wavesSurvived = getWavesSurvived(info);
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