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forked from 0ad/0ad

Revert a bit of the nerf from 5cbe187438.

Commit permitted by Itms.

This was SVN commit r21813.
This commit is contained in:
elexis 2018-05-01 21:12:43 +00:00
parent a89bcf837b
commit b0ca04b555

View File

@ -106,7 +106,7 @@ var jebelBarkal_cityPatrolGroup_balancing = {
* Frequently the buildings spawn different units that attack the players groupwise.
* Leave more time between the attacks in later stages of the game since the attackers become much stronger over time.
*/
var jebelBarkal_attackInterval = (time, difficulty) => randFloat(5, 7) + time / difficulty / 4;
var jebelBarkal_attackInterval = (time, difficulty) => randFloat(5, 7) + time / difficulty / 10;
/**
* Prevent city patrols chasing the starting units in nomad mode.
@ -126,7 +126,7 @@ var jebelBarkal_firstAttackTime = (difficulty, isNomad) =>
* Account for varying mapsizes and number of players when spawning attackers.
*/
var jebelBarkal_attackerGroup_sizeFactor = (numPlayers, numInitialSpawnPoints, difficulty) =>
numPlayers / numInitialSpawnPoints * difficulty * 0.7;
numPlayers / numInitialSpawnPoints * difficulty * 0.85;
/**
* Assume gaia to be the native kushite player.
@ -526,7 +526,7 @@ Trigger.prototype.JebelBarkal_SpawnAttackerGroups = function()
this.numInitialSpawnPoints,
this.GetDifficulty());
let spawnedAnything = false;
let totalSpawnCount = 0;
for (let spawnPointBalancing of jebelBarkal_attackerGroup_balancing)
{
let targets = playerEntities.reduce((allTargets, playerEnts) =>
@ -549,6 +549,8 @@ Trigger.prototype.JebelBarkal_SpawnAttackerGroups = function()
let templateCounts = TriggerHelper.BalancedTemplateComposition(spawnPointBalancing.unitComposition(time, this.jebelBarkal_heroes), unitCount);
totalSpawnCount += unitCount;
this.debugLog("Spawning " + unitCount + " attackers at " + uneval(spawnPointBalancing.buildingClasses) + " " +
spawnEnt + ":\n" + uneval(templateCounts));
@ -556,7 +558,6 @@ Trigger.prototype.JebelBarkal_SpawnAttackerGroups = function()
continue;
let spawnedEntities = this.JebelBarkal_SpawnTemplates(spawnEnt, templateCounts);
spawnedAnything = true;
this.jebelBarkal_attackerUnits = this.jebelBarkal_attackerUnits.concat(spawnedEntities);
@ -584,7 +585,9 @@ Trigger.prototype.JebelBarkal_SpawnAttackerGroups = function()
}
}
if (spawnedAnything)
this.debugLog("Total attackers: " + totalSpawnCount);
if (totalSpawnCount)
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({
"message": markForTranslation("Napata is attacking!"),
"translateMessage": true