From e1b15dd4a12d092a19a6c99fc919ee92837ff451 Mon Sep 17 00:00:00 2001 From: Magpie490 Date: Thu, 7 Nov 2024 22:21:11 +0000 Subject: [PATCH] Update 00_defines.txt --- common/defines/00_defines.txt | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/common/defines/00_defines.txt b/common/defines/00_defines.txt index 946dae64..133cac52 100644 --- a/common/defines/00_defines.txt +++ b/common/defines/00_defines.txt @@ -1,5 +1,5 @@ NGame = { - END_DATE = "3100.1.1" + END_DATE = "3155.1.1" GAME_SPEED_TICKS = { # how many seconds should a day take in every game speed 2 1 @@ -503,10 +503,10 @@ NCombat = { WAR_ATTACKER_COMBAT_MAX_SCORE = 50 # The maximum amount of warscore gained from a single battle by the war attacker WAR_DEFENDER_COMBAT_MAX_SCORE = 50 # The maximum amount of warscore gained from a single battle by the war attacker MANEUVER_PHASE_DAYS = 3 # How many days should the maneuver phase last - LEVY_TOUGHNESS = 10 # How much toughness does each levy soldier have - LEVY_ATTACK = 10 # How much attack does each levy soldier have - LEVY_SIEGE = 0 # How much siege bonus does each levy soldier have - LEVY_PURSUIT = 0 # How much pursuit does each levy soldier have + LEVY_TOUGHNESS = 15 # How much toughness does each levy soldier have + LEVY_ATTACK = 15 # How much attack does each levy soldier have + LEVY_SIEGE = 1 # How much siege bonus does each levy soldier have + LEVY_PURSUIT = 1 # How much pursuit does each levy soldier have LEVY_SCREEN = 0 # How much screen does each levy soldier have DAMAGE_SCALING_FACTOR = 0.03 # Scaling factor for dealing damage in combat BASE_RATIO_CASUALTIES_CONVERSION = 0.3 # How many of the soft casualties should be converted to hard casualties during the main phase @@ -526,8 +526,8 @@ NCombat = { BASE_TOUGHNESS_TO_PURSUIT = 0.05 # This many % of the toughness of the retreater's soft casualties will turn into pursuit (during the full pursuit, not per day). Essentially, this means if neither side has screen or pursuit, 5% of the soft casualties will become hard casualties. More if the pursuer has more pursuit than the defender has screen, and vice versa MINIMUM_PURSUIT_DAMAGE = 0.01 # High screen can't bring casualties below 1% in the pursuit phase DISEMBARK_PENALTY_DAYS = 30 # How long does an army have a penalty after disembarking? - KNIGHT_DAMAGE_PER_PROWESS = 100 # How much "Damage" stat does a knight get per prowess? - KNIGHT_TOUGHNESS_PER_PROWESS = 10 # How much "Toughness" stat does a knight get per prowess? + KNIGHT_DAMAGE_PER_PROWESS = 50 # How much "Damage" stat does a knight get per prowess? + KNIGHT_TOUGHNESS_PER_PROWESS = 8 # How much "Toughness" stat does a knight get per prowess? ### Brief: KNIGHT_AVERAGE_PROWESS_FOR_AI_POWER_CALCULATION ( int32 ) # How much prowess do we assume a knight to have for the purpose @@ -540,7 +540,7 @@ NCombat = { # With game defaults this means an AI will evaluate a ruler's # knight's military power at 1100 per knight. # - KNIGHT_AVERAGE_PROWESS_FOR_AI_POWER_CALCULATION = 10 + KNIGHT_AVERAGE_PROWESS_FOR_AI_POWER_CALCULATION = 8 COMBAT_RESULT_MONTHS_TO_TIMEOUT = 12 # Combat results timeout after this many months }