Place palisade walls around Napata when chosing the "easy" difficulty.

This was SVN commit r21798.
This commit is contained in:
elexis 2018-04-28 20:34:31 +00:00
parent 5cbe187438
commit fce54167fd
2 changed files with 16 additions and 5 deletions

View file

@ -81,6 +81,9 @@ const oElephantStables = "structures/kush_elephant_stables";
const oWallMedium = "structures/kush_wall_medium";
const oWallGate = "structures/kush_wall_gate";
const oWallTower = "structures/kush_wall_tower";
const oPalisadeMedium = "other/palisades_rocks_medium";
const oPalisadeGate = "other/palisades_rocks_gate";
const oPalisadeTower = "other/palisades_rocks_tower";
const oKushCitizenArcher = "units/kush_infantry_archer_b";
const oKushHealer = "units/kush_support_healer_b";
const oKushChampionArcher = "units/kush_champion_infantry";
@ -197,7 +200,7 @@ const pathWidth = 4;
const pathWidthCenter = 10;
const pathWidthSecondary = 6;
const placeNapataWall = getDifficulty() >= 3 && mapSize >= 192;
const placeNapataWall = mapSize < 192 || getDifficulty() < 2 ? false : getDifficulty() < 3 ? "napata_palisade" : "napata_wall";
const layoutFertileLandTextures = [
{
@ -316,7 +319,7 @@ const layoutKushCity = [
}
].filter(building => getDifficulty() >= getDifficulties().find(difficulty => difficulty.Name == building.difficulty).Difficulty);
g_WallStyles.napata = {
g_WallStyles.napata_wall = {
"short": readyWallElement("uncapturable|" + oWallMedium),
"medium": readyWallElement("uncapturable|" + oWallMedium),
"tower": readyWallElement("uncapturable|" + oWallTower),
@ -324,6 +327,14 @@ g_WallStyles.napata = {
"overlap": 0.05
};
g_WallStyles.napata_palisade = {
"short": readyWallElement("uncapturable|" + oPalisadeMedium),
"medium": readyWallElement("uncapturable|" + oPalisadeMedium),
"tower": readyWallElement("uncapturable|" + oPalisadeTower),
"gate": readyWallElement("uncapturable|" + oPalisadeGate),
"overlap": 0.05
};
Engine.SetProgress(10);
g_Map.log("Loading hill heightmap");
@ -881,7 +892,7 @@ if (placeNapataWall)
gridCenter,
wallGridRadiusFront,
["tower", "short", "tower", "gate", "tower", "medium", "tower", "short"],
"napata",
placeNapataWall,
0,
wallGridStartAngle,
wallGridMaxAngleFront,
@ -901,7 +912,7 @@ if (placeNapataWall)
wallGridPosition[x - 1],
wallGridPosition[x],
["tower", "gate", "tower", "short", "tower", "short", "tower"],
"napata",
placeNapataWall,
0,
false,
avoidClasses(clHill, 0, clTemple, 0)));

View file

@ -76,7 +76,7 @@ var scaleByMapSize = (min, max) => min + (max - min) * (TriggerHelper.GetMapSize
/**
* Defensive Infantry units patrol along the paths of the city.
*/
var jebelBarkal_cityPatrolGroup_count = time => scaleByTime(time, 3, scaleByMapSize(3, 10));
var jebelBarkal_cityPatrolGroup_count = time => TriggerHelper.GetMapSizeTiles() > 192 ? scaleByTime(time, 3, scaleByMapSize(3, 10)) : 0;
var jebelBarkal_cityPatrolGroup_interval = time => scaleByTime(time, 5, 3);
var jebelBarkal_cityPatrolGroup_balancing = {
"buildingClasses": ["Wonder", "Temple", "CivCentre", "Fortress", "Barracks+!Stables", "Embassy"],