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More RTS AI tweaks
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4 changed files with 6 additions and 6 deletions
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@ -172,7 +172,7 @@ public class RtsAI{
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//defend when close, or this is the only squad defending
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//TODO will always rush to defense no matter what
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if(best instanceof CoreBuild || (/*(units.size >= minSquadSize || best.within(ax, ay, 300f)) && */(noDefenders || best.within(ax, ay, 400f)))){
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if(best instanceof CoreBuild || units.size >= minSquadSize || best.within(ax, ay, 500f)){
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defend = best;
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if(debug){
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@ -1699,9 +1699,9 @@ public class Blocks{
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}};
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radar = new Radar("radar"){{
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requirements(Category.effect, BuildVisibility.fogOnly, with(Items.silicon, 50, Items.graphite, 50));
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requirements(Category.effect, BuildVisibility.fogOnly, with(Items.silicon, 60, Items.graphite, 50));
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outlineColor = Color.valueOf("4a4b53");
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fogRadius = 33;
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fogRadius = 34;
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researchCost = with(Items.silicon, 70, Items.graphite, 70);
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consumePower(0.6f);
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@ -3676,7 +3676,7 @@ public class Blocks{
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trailWidth = 2.1f;
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trailLength = 10;
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hitEffect = despawnEffect = Fx.hitBulletColor;
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buildingDamageMultiplier = 0.5f;
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buildingDamageMultiplier = 0.4f;
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}},
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Items.tungsten, new BasicBulletType(8f, 185){{
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width = 13f;
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@ -3695,7 +3695,7 @@ public class Blocks{
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trailLength = 11;
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hitEffect = despawnEffect = Fx.hitBulletColor;
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rangeChange = 40f;
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buildingDamageMultiplier = 0.5f;
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buildingDamageMultiplier = 0.4f;
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}}
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);
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@ -18,7 +18,7 @@ public class ErekirTechTree{
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static void rebalanceBullet(BulletType bullet){
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if(balanced.add(bullet.id)){
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bullet.damage *= 0.7f;
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bullet.damage *= 0.75f;
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}
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}
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