Remove aggressive gaia soldiers on nomad random maps.
Differential Revision: https://code.wildfiregames.com/D1465 Reviewed By: (-_-) aka smiley This was SVN commit r21772.
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@ -414,7 +414,7 @@ g_Map.log("Placing resources, farmsteads, groves and camps");
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for (let i = 0; i < resourceSpots.length; ++i)
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for (let i = 0; i < resourceSpots.length; ++i)
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{
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{
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let pos = new Vector2D(resourceSpots[i].x, resourceSpots[i].y);
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let pos = new Vector2D(resourceSpots[i].x, resourceSpots[i].y);
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let choice = i % 5;
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let choice = i % (isNomad() ? 4 : 5);
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if (choice == 0)
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if (choice == 0)
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placeMine(pos, "gaia/geology_stonemine_temperate_formation");
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placeMine(pos, "gaia/geology_stonemine_temperate_formation");
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if (choice == 1)
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if (choice == 1)
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@ -38,7 +38,9 @@ const oFarmstead = "structures/kush_farmstead";
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const oField = "structures/kush_field";
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const oField = "structures/kush_field";
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const oPyramid = "structures/kush_pyramid_small";
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const oPyramid = "structures/kush_pyramid_small";
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const oPyramidLarge = "structures/kush_pyramid_large";
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const oPyramidLarge = "structures/kush_pyramid_large";
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const oKushSoldiers = "units/kush_infantry_javelinist_merc_e";
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const oKushUnits = isNomad() ?
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"units/kush_support_female_citizen" :
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"units/kush_infantry_javelinist_merc_e";
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const aRain = g_Decoratives.rain;
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const aRain = g_Decoratives.rain;
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const aBushA = g_Decoratives.bushA;
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const aBushA = g_Decoratives.bushA;
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@ -228,7 +230,7 @@ for (let coordinate of kushiteTownPositions)
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for (let building in kushVillageBuildings)
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for (let building in kushVillageBuildings)
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g_Map.placeEntityPassable(kushVillageBuildings[building].template, 0, Vector2D.add(coordinate, kushVillageBuildings[building].offset), Math.PI);
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g_Map.placeEntityPassable(kushVillageBuildings[building].template, 0, Vector2D.add(coordinate, kushVillageBuildings[building].offset), Math.PI);
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createObjectGroup(new SimpleGroup([new SimpleObject(oKushSoldiers, 5, 7, 1, 2)], true, clKushiteVillages, coordinate), 0);
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createObjectGroup(new SimpleGroup([new SimpleObject(oKushUnits, 5, 7, 1, 2)], true, clKushiteVillages, coordinate), 0);
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}
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}
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g_Map.log("Creating kushite pyramids");
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g_Map.log("Creating kushite pyramids");
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@ -607,7 +607,7 @@ g_Map.log("Placing at most " + mercenaryCamps + " mercenary camps");
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for (let i = 0; i < resourceSpots.length; ++i)
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for (let i = 0; i < resourceSpots.length; ++i)
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{
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{
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let radius;
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let radius;
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let choice = i % 5;
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let choice = i % (isNomad() ? 4 : 5);
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if (choice == 0)
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if (choice == 0)
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placeMine(resourceSpots[i], g_Gaia.stoneLarge);
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placeMine(resourceSpots[i], g_Gaia.stoneLarge);
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if (choice == 1)
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if (choice == 1)
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