Update 00_defines.txt

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Magpie490 2024-11-07 22:21:11 +00:00
parent 3713bb61db
commit e1b15dd4a1

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@ -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
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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
}