Fixed Nuclear Complex gen / Increased damage simulation harshness

This commit is contained in:
Anuken
2020-11-26 21:29:22 -05:00
parent c8b425116e
commit 869c329fbf
5 changed files with 5 additions and 3 deletions

View File

@@ -88,7 +88,7 @@ public class Vars implements Loadable{
/** duration of time between turns in ticks */
public static final float turnDuration = 2 * Time.toMinutes;
/** chance of an invasion per turn, 1 = 100% */
public static final float baseInvasionChance = 1f / 80f;
public static final float baseInvasionChance = 1f / 85f;
/** how many turns have to pass before invasions start */
public static final int invasionGracePeriod = 20;
/** min armor fraction damage; e.g. 0.05 = at least 5% damage */

View File

@@ -519,6 +519,8 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
public void dumpLiquid(Liquid liquid){
int dump = this.cdump;
if(liquids.get(liquid) <= 0.0001f) return;
if(!net.client() && state.isCampaign() && team == state.rules.defaultTeam) liquid.unlock();
for(int i = 0; i < proximity.size; i++){

View File

@@ -338,9 +338,9 @@ public class SectorDamage{
info.waveDpsSlope = reg.slope;
//enemy units like to aim for a lot of non-essential things, so increase resulting health slightly
info.sumHealth = sumHealth * 1.2f;
info.sumHealth = sumHealth * 1.05f;
//players tend to have longer range units/turrets, so assume DPS is higher
info.sumDps = sumDps * 1.2f;
info.sumDps = sumDps * 1.05f;
info.sumRps = sumRps;
info.wavesSurvived = getWavesSurvived(info);