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binaries/data/mods/public/simulation/ai/petra/config.js
Show All 18 Lines | m.Config = function(difficulty, behavior) | ||||
this.Military = { | this.Military = { | ||||
"towerLapseTime": 90, // Time to wait between building 2 towers | "towerLapseTime": 90, // Time to wait between building 2 towers | ||||
"fortressLapseTime": 390, // Time to wait between building 2 fortresses | "fortressLapseTime": 390, // Time to wait between building 2 fortresses | ||||
"popForBarracks1": 25, | "popForBarracks1": 25, | ||||
"popForBarracks2": 95, | "popForBarracks2": 95, | ||||
"popForBlacksmith": 65, | "popForBlacksmith": 65, | ||||
"numSentryTowers": 1 | "numSentryTowers": 1 | ||||
}; | }; | ||||
// Define damage type importance factors here. | |||||
this.DamageTypeFactors = { | |||||
wraitii: I'd prefer something like `DamageTypeImportance` | |||||
"Hack": 0.085, | |||||
"Pierce": 0.075, | |||||
"Crush": 0.065 | |||||
}; | |||||
this.Economy = { | this.Economy = { | ||||
"popPhase2": 38, // How many units we want before aging to phase2. | "popPhase2": 38, // How many units we want before aging to phase2. | ||||
"workPhase3": 65, // How many workers we want before aging to phase3. | "workPhase3": 65, // How many workers we want before aging to phase3. | ||||
"workPhase4": 80, // How many workers we want before aging to phase4 or higher. | "workPhase4": 80, // How many workers we want before aging to phase4 or higher. | ||||
"popForDock": 25, | "popForDock": 25, | ||||
"targetNumWorkers": 40, // dummy, will be changed later | "targetNumWorkers": 40, // dummy, will be changed later | ||||
"targetNumTraders": 5, // Target number of traders | "targetNumTraders": 5, // Target number of traders | ||||
"targetNumFishers": 1, // Target number of fishers per sea | "targetNumFishers": 1, // Target number of fishers per sea | ||||
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Wildfire Games · Phabricator
I'd prefer something like DamageTypeImportance