Index: binaries/data/mods/public/maps/random/danubius.js =================================================================== --- binaries/data/mods/public/maps/random/danubius.js +++ binaries/data/mods/public/maps/random/danubius.js @@ -511,7 +511,7 @@ new SmoothElevationPainter(ELEVATION_SET, 6, 4), paintClass(clIsland) ], - [avoidClasses(clIsland, 30), stayClasses (clWater, 8)], + [avoidClasses(clIsland, 30), stayClasses (clWater, 10)], scaleByMapSize(1, 4) * numPlayers ); RMS.SetProgress(60); Index: binaries/data/mods/public/maps/random/danubius_triggers.js =================================================================== --- binaries/data/mods/public/maps/random/danubius_triggers.js +++ binaries/data/mods/public/maps/random/danubius_triggers.js @@ -81,18 +81,18 @@ /** * Time between two consecutive waves. */ -var shipRespawnTime = () => randFloat(8, 10); +var shipRespawnTime = () => randFloat(5, 6); /** * Limit of ships on the map when spawning them. * Have at least two ships, so that both sides will be visited. */ -var shipCount = (t, numPlayers) => Math.max(2, Math.round(Math.min(1.5, t / 10) * numPlayers)); +var shipCount = (t, numPlayers) => Math.max(2, Math.round(Math.min(2.5, t / 5) * numPlayers)); /** * Order all ships to ungarrison at the shoreline. */ -var shipUngarrisonInterval = () => randFloat(5, 7); +var shipUngarrisonInterval = () => randFloat(4, 6); /** * Time between refillings of all ships with new soldiers. @@ -102,7 +102,7 @@ /** * Total count of gaia attackers per shipload. */ -var attackersPerShip = t => Math.min(30, Math.round(t * 2)); +var attackersPerShip = t => Math.max(3, Math.min(30, Math.round(10 + t * 2 / 3))); /** * Likelihood of adding a non-existing hero at t minutes. @@ -117,13 +117,13 @@ /** * Percent of siege engines to add per shipload. */ -var siegeRatio = t => t < 8 ? 0 : randFloat(0.03, 0.06); +var siegeRatio = t => t < 8 ? 0 : randFloat(0.04, 0.06); /** * Percent of champions to be added after spawning heroes, healers and siege engines. * Rest will be citizen soldiers. */ -var championRatio = t => Math.min(1, Math.max(0, (t - 25) / 75)); +var championRatio = t => Math.min(1, Math.max(0, (t - 20) / 45)); /** * Ships and land units will queue attack orders for this amount of closest units. @@ -148,7 +148,7 @@ /** * Which entities units should focus when attacking and patroling. */ -var unitTargetClass = "Unit -Ship"; +var unitTargetClass = "Unit+!Ship"; /** * Ungarrison ships when being in this range of the target. @@ -453,13 +453,6 @@ this.debugLog(debugName + " " + uneval(attackers) + " attack " + uneval(targets)); - ProcessCommand(gaulPlayer, { - "type": "stance", - "entities": attackers, - "name": "violent", - "queued": true - }); - for (let target of targets) ProcessCommand(gaulPlayer, { "type": "attack",