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.
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9bdb54bc76
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@ -14,7 +14,7 @@ var MilitaryAttackManager = Class({
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this.defsquad = 10;
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this.defsquadmin = 2;
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this.findatype = 1;
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this.killstrat = 3;
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this.killstrat = 0;
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this.changetime = 60*1000;
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this.changetimeReg = 60*5000;
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this.changetimeRegDef = 60*5000;
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@ -177,6 +177,9 @@ var MilitaryAttackManager = Class({
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var dist = VectorDistance(foeposition, currentPosition);
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return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
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}
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else {
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return false;
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}
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});
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if (targets.length >= 5){
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regroupneeded.forEach(function(person) {
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@ -202,6 +205,9 @@ var MilitaryAttackManager = Class({
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var dist = VectorDistance(foeposition, currentPosition);
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return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
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}
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else {
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return false;
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}
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});
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if (targets.length >= 5){
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regroupneeded.forEach(function(person) {
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@ -226,6 +232,9 @@ var MilitaryAttackManager = Class({
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var dist = VectorDistance(foeposition, currentPosition);
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return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
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}
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else {
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return false;
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}
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});
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if (targets.length >= 5){
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regroupneeded.forEach(function(person) {
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@ -250,6 +259,9 @@ var MilitaryAttackManager = Class({
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var dist = VectorDistance(foeposition, currentPosition);
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return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
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}
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else {
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return false;
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}
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});
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if (targets.length >= 5){
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regroupneeded.forEach(function(person) {
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@ -426,22 +438,22 @@ var MilitaryAttackManager = Class({
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}
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//Iberians
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else if (gameState.displayCiv() == "iber"){
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if (this.attacknumbers < 0.2){
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if (this.attacknumbers < 0.25){
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this.trainSomeTroops(gameState, planGroups, "units/iber_super_infantry");
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}
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else if (this.attacknumbers < 0.3){
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else if (this.attacknumbers < 0.4){
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this.trainSomeTroops(gameState, planGroups, "units/iber_super_cavalry");
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}
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else if (this.attacknumbers < 0.4){
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else if (this.attacknumbers < 0.5){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_slinger_b");
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}
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else if (this.attacknumbers < 0.5){
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else if (this.attacknumbers < 0.6){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_spearman_b");
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}
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else if (this.attacknumbers < 0.6){
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else if (this.attacknumbers < 0.7){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_spearman_b");
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}
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else if (this.attacknumbers < 0.7){
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else if (this.attacknumbers < 0.8){
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this.trainMachine(gameState, planGroups, "units/iber_mechanical_siege_ram");
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}
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else {
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@ -457,7 +469,7 @@ var MilitaryAttackManager = Class({
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else if (this.attacknumbers < 0.25 && gameState.displayCiv() == "celt"){
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this.trainSomeTroops(gameState, planGroups, "units/celt_super_cavalry_brit");
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}
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else if (this.attacknumbers < 0.35 && gameState.displayCiv() == "iber"){
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else if (this.attacknumbers < 0.4 && gameState.displayCiv() == "iber"){
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this.trainSomeTroops(gameState, planGroups, "units/iber_super_cavalry");
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}
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else if (this.attacknumbers < 0.6 && gameState.displayCiv() == "celt"){
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