1
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forked from 0ad/0ad

This fixes the error messages at game start, makes a few final weaks to training queues, and changes the first base strategy to a small raid rather than the huge 3-prong assault.

This was SVN commit r9359.
This commit is contained in:
James Baillie 2011-04-30 11:26:32 +00:00
parent 9bdb54bc76
commit 1dcbb02958

View File

@ -14,7 +14,7 @@ var MilitaryAttackManager = Class({
this.defsquad = 10;
this.defsquadmin = 2;
this.findatype = 1;
this.killstrat = 3;
this.killstrat = 0;
this.changetime = 60*1000;
this.changetimeReg = 60*5000;
this.changetimeRegDef = 60*5000;
@ -177,6 +177,9 @@ var MilitaryAttackManager = Class({
var dist = VectorDistance(foeposition, currentPosition);
return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
}
else {
return false;
}
});
if (targets.length >= 5){
regroupneeded.forEach(function(person) {
@ -202,6 +205,9 @@ var MilitaryAttackManager = Class({
var dist = VectorDistance(foeposition, currentPosition);
return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
}
else {
return false;
}
});
if (targets.length >= 5){
regroupneeded.forEach(function(person) {
@ -226,6 +232,9 @@ var MilitaryAttackManager = Class({
var dist = VectorDistance(foeposition, currentPosition);
return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
}
else {
return false;
}
});
if (targets.length >= 5){
regroupneeded.forEach(function(person) {
@ -250,6 +259,9 @@ var MilitaryAttackManager = Class({
var dist = VectorDistance(foeposition, currentPosition);
return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
}
else {
return false;
}
});
if (targets.length >= 5){
regroupneeded.forEach(function(person) {
@ -426,22 +438,22 @@ var MilitaryAttackManager = Class({
}
//Iberians
else if (gameState.displayCiv() == "iber"){
if (this.attacknumbers < 0.2){
if (this.attacknumbers < 0.25){
this.trainSomeTroops(gameState, planGroups, "units/iber_super_infantry");
}
else if (this.attacknumbers < 0.3){
else if (this.attacknumbers < 0.4){
this.trainSomeTroops(gameState, planGroups, "units/iber_super_cavalry");
}
else if (this.attacknumbers < 0.4){
else if (this.attacknumbers < 0.5){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_slinger_b");
}
else if (this.attacknumbers < 0.5){
else if (this.attacknumbers < 0.6){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_spearman_b");
}
else if (this.attacknumbers < 0.6){
else if (this.attacknumbers < 0.7){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_spearman_b");
}
else if (this.attacknumbers < 0.7){
else if (this.attacknumbers < 0.8){
this.trainMachine(gameState, planGroups, "units/iber_mechanical_siege_ram");
}
else {
@ -457,7 +469,7 @@ var MilitaryAttackManager = Class({
else if (this.attacknumbers < 0.25 && gameState.displayCiv() == "celt"){
this.trainSomeTroops(gameState, planGroups, "units/celt_super_cavalry_brit");
}
else if (this.attacknumbers < 0.35 && gameState.displayCiv() == "iber"){
else if (this.attacknumbers < 0.4 && gameState.displayCiv() == "iber"){
this.trainSomeTroops(gameState, planGroups, "units/iber_super_cavalry");
}
else if (this.attacknumbers < 0.6 && gameState.displayCiv() == "celt"){