Update 00_defines.txt
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NGame = {
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NGame = {
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END_DATE = "3100.1.1"
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END_DATE = "3155.1.1"
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GAME_SPEED_TICKS = { # how many seconds should a day take in every game speed
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GAME_SPEED_TICKS = { # how many seconds should a day take in every game speed
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WAR_ATTACKER_COMBAT_MAX_SCORE = 50 # The maximum amount of warscore gained from a single battle by the war attacker
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WAR_ATTACKER_COMBAT_MAX_SCORE = 50 # The maximum amount of warscore gained from a single battle by the war attacker
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WAR_DEFENDER_COMBAT_MAX_SCORE = 50 # The maximum amount of warscore gained from a single battle by the war attacker
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WAR_DEFENDER_COMBAT_MAX_SCORE = 50 # The maximum amount of warscore gained from a single battle by the war attacker
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MANEUVER_PHASE_DAYS = 3 # How many days should the maneuver phase last
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MANEUVER_PHASE_DAYS = 3 # How many days should the maneuver phase last
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LEVY_TOUGHNESS = 10 # How much toughness does each levy soldier have
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LEVY_TOUGHNESS = 15 # How much toughness does each levy soldier have
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LEVY_ATTACK = 10 # How much attack does each levy soldier have
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LEVY_ATTACK = 15 # How much attack does each levy soldier have
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LEVY_SIEGE = 0 # How much siege bonus does each levy soldier have
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LEVY_SIEGE = 1 # How much siege bonus does each levy soldier have
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LEVY_PURSUIT = 0 # How much pursuit does each levy soldier have
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LEVY_PURSUIT = 1 # How much pursuit does each levy soldier have
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LEVY_SCREEN = 0 # How much screen does each levy soldier have
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LEVY_SCREEN = 0 # How much screen does each levy soldier have
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DAMAGE_SCALING_FACTOR = 0.03 # Scaling factor for dealing damage in combat
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DAMAGE_SCALING_FACTOR = 0.03 # Scaling factor for dealing damage in combat
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BASE_RATIO_CASUALTIES_CONVERSION = 0.3 # How many of the soft casualties should be converted to hard casualties during the main phase
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BASE_RATIO_CASUALTIES_CONVERSION = 0.3 # How many of the soft casualties should be converted to hard casualties during the main phase
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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
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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
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MINIMUM_PURSUIT_DAMAGE = 0.01 # High screen can't bring casualties below 1% in the pursuit phase
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MINIMUM_PURSUIT_DAMAGE = 0.01 # High screen can't bring casualties below 1% in the pursuit phase
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DISEMBARK_PENALTY_DAYS = 30 # How long does an army have a penalty after disembarking?
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DISEMBARK_PENALTY_DAYS = 30 # How long does an army have a penalty after disembarking?
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KNIGHT_DAMAGE_PER_PROWESS = 100 # How much "Damage" stat does a knight get per prowess?
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KNIGHT_DAMAGE_PER_PROWESS = 50 # How much "Damage" stat does a knight get per prowess?
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KNIGHT_TOUGHNESS_PER_PROWESS = 10 # How much "Toughness" stat does a knight get per prowess?
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KNIGHT_TOUGHNESS_PER_PROWESS = 8 # How much "Toughness" stat does a knight get per prowess?
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### Brief: KNIGHT_AVERAGE_PROWESS_FOR_AI_POWER_CALCULATION ( int32 )
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### Brief: KNIGHT_AVERAGE_PROWESS_FOR_AI_POWER_CALCULATION ( int32 )
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# How much prowess do we assume a knight to have for the purpose
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# How much prowess do we assume a knight to have for the purpose
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# With game defaults this means an AI will evaluate a ruler's
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# With game defaults this means an AI will evaluate a ruler's
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# knight's military power at 1100 per knight.
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# knight's military power at 1100 per knight.
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#
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#
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KNIGHT_AVERAGE_PROWESS_FOR_AI_POWER_CALCULATION = 10
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KNIGHT_AVERAGE_PROWESS_FOR_AI_POWER_CALCULATION = 8
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COMBAT_RESULT_MONTHS_TO_TIMEOUT = 12 # Combat results timeout after this many months
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COMBAT_RESULT_MONTHS_TO_TIMEOUT = 12 # Combat results timeout after this many months
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}
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}
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