Revert a bit of the nerf from 5cbe187438
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Commit permitted by Itms. This was SVN commit r21813.
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@ -106,7 +106,7 @@ var jebelBarkal_cityPatrolGroup_balancing = {
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* Frequently the buildings spawn different units that attack the players groupwise.
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* Leave more time between the attacks in later stages of the game since the attackers become much stronger over time.
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*/
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var jebelBarkal_attackInterval = (time, difficulty) => randFloat(5, 7) + time / difficulty / 4;
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var jebelBarkal_attackInterval = (time, difficulty) => randFloat(5, 7) + time / difficulty / 10;
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/**
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* Prevent city patrols chasing the starting units in nomad mode.
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@ -126,7 +126,7 @@ var jebelBarkal_firstAttackTime = (difficulty, isNomad) =>
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* Account for varying mapsizes and number of players when spawning attackers.
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*/
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var jebelBarkal_attackerGroup_sizeFactor = (numPlayers, numInitialSpawnPoints, difficulty) =>
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numPlayers / numInitialSpawnPoints * difficulty * 0.7;
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numPlayers / numInitialSpawnPoints * difficulty * 0.85;
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/**
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* Assume gaia to be the native kushite player.
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@ -526,7 +526,7 @@ Trigger.prototype.JebelBarkal_SpawnAttackerGroups = function()
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this.numInitialSpawnPoints,
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this.GetDifficulty());
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let spawnedAnything = false;
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let totalSpawnCount = 0;
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for (let spawnPointBalancing of jebelBarkal_attackerGroup_balancing)
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{
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let targets = playerEntities.reduce((allTargets, playerEnts) =>
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@ -549,6 +549,8 @@ Trigger.prototype.JebelBarkal_SpawnAttackerGroups = function()
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let templateCounts = TriggerHelper.BalancedTemplateComposition(spawnPointBalancing.unitComposition(time, this.jebelBarkal_heroes), unitCount);
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totalSpawnCount += unitCount;
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this.debugLog("Spawning " + unitCount + " attackers at " + uneval(spawnPointBalancing.buildingClasses) + " " +
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spawnEnt + ":\n" + uneval(templateCounts));
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@ -556,7 +558,6 @@ Trigger.prototype.JebelBarkal_SpawnAttackerGroups = function()
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continue;
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let spawnedEntities = this.JebelBarkal_SpawnTemplates(spawnEnt, templateCounts);
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spawnedAnything = true;
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this.jebelBarkal_attackerUnits = this.jebelBarkal_attackerUnits.concat(spawnedEntities);
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@ -584,7 +585,9 @@ Trigger.prototype.JebelBarkal_SpawnAttackerGroups = function()
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}
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}
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if (spawnedAnything)
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this.debugLog("Total attackers: " + totalSpawnCount);
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if (totalSpawnCount)
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Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({
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"message": markForTranslation("Napata is attacking!"),
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"translateMessage": true
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