This was SVN commit r9736.
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@ -506,7 +506,7 @@ var MilitaryAttackManager = Class({
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else if (this.attacknumbers < 0.65){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_javelinist_b");
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}
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else if (this.attacknumbers < 0.75){
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else if (this.attacknumbers < 0.85){
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this.trainMachine(gameState, planGroups, "units/hele_mechanical_siege_lithobolos");
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}
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else {
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@ -524,7 +524,7 @@ var MilitaryAttackManager = Class({
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else if (this.attacknumbers < 0.6){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_javelinist_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/celt_mechanical_siege_ram");
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}
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else {
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@ -548,7 +548,7 @@ var MilitaryAttackManager = Class({
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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 < 0.8){
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else if (this.attacknumbers < 0.9){
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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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@ -690,7 +690,7 @@ var MilitaryAttackManager = Class({
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this.baserate = 10;
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}
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else if (this.killstrat == 3) {
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this.baserate = 8;
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this.baserate = 27;
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}
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else {
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this.baserate = 15;
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@ -718,10 +718,18 @@ var MilitaryAttackManager = Class({
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}
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//Other attacks can go to any low-level structure
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else {
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// Find the enemy dropsites we could attack
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var targets = gameState.entities.filter(function(ent) {
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return (ent.isEnemy() && ent.hasClass("Economic"));
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});
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// If there's no dropsites, attack any village structure
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if (targets.length == 0)
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{
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var targets = gameState.entities.filter(function(ent) {
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return (ent.isEnemy() && ent.hasClass("Village"));
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});
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}
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}
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// If we have a target, move to it
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if (targets.length)
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@ -772,7 +780,7 @@ var MilitaryAttackManager = Class({
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var pending1 = gameState.getOwnEntitiesWithRole("attack-pending_3p1");
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var pending2 = gameState.getOwnEntitiesWithRole("attack-pending_3p2");
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var pending3 = gameState.getOwnEntitiesWithRole("attack-pending_3p3");
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if (pending1.length >= this.baserate && pending2.length >= this.baserate && pending3.length >= this.baserate)
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if (pending1.length + pending2.length + pending3.length >= this.baserate)
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{
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//Copy the target selector 3 times, once per attack squad
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var targets1 = gameState.entities.filter(function(ent) {
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