Add new difficulties to Fort Lonestar and try to balance them

This commit is contained in:
abcdefg30
2015-12-19 16:27:30 +01:00
parent 0b284de241
commit 59385f9b04
2 changed files with 78 additions and 17 deletions

View File

@@ -1,9 +1,3 @@
Patrol = { "e1", "e2", "e1" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2" }
Vehicles = { "arty", "ftrk", "ftrk", "apc", "apc" }
Tank = { "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
SovietEntryPoints = { Entry1, Entry2, Entry3, Entry4, Entry5, Entry6, Entry7, Entry8 }
PatrolWaypoints = { Entry2, Entry4, Entry6, Entry8 }
@@ -11,24 +5,76 @@ ParadropWaypoints = { Paradrop1, Paradrop2, Paradrop3, Paradrop4 }
SpawnPoints = { Spawn1, Spawn2, Spawn3, Spawn4 }
Snipers = { Sniper1, Sniper2, Sniper3, Sniper4, Sniper5, Sniper6, Sniper7, Sniper8, Sniper9, Sniper10, Sniper11, Sniper12 }
ParaChance = 30
if Map.Difficulty == "Very Easy (1P)" then
ParaChance = 20
Patrol = { "e1", "e2", "e1" }
Infantry = { "e4", "e1", "e1", "e2", "e2" }
Vehicles = { "apc" }
Tank = { "3tnk" }
LongRange = { "arty" }
Boss = { "v2rl" }
Swarm = { "shok", "shok", "shok" }
elseif Map.Difficulty == "Easy (2P)" then
ParaChance = 25
Patrol = { "e1", "e2", "e1" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" }
Vehicles = { "ftrk", "apc", "arty" }
Tank = { "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
Swarm = { "shok", "shok", "shok", "shok", "ttnk" }
elseif Map.Difficulty == "Normal (3P)" then
ParaChance = 30
Patrol = { "e1", "e2", "e1", "e1" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" }
Vehicles = { "ftrk", "ftrk", "apc", "arty" }
Tank = { "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
Swarm = { "shok", "shok", "shok", "shok", "ttnk", "ttnk", "ttnk" }
elseif Map.Difficulty == "Hard (4P)" then
ParaChance = 35
Patrol = { "e1", "e2", "e1", "e1", "e4" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" }
Vehicles = { "arty", "ftrk", "ftrk", "apc", "apc" }
Tank = { "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
Swarm = { "shok", "shok", "shok", "shok", "shok", "ttnk", "ttnk", "ttnk", "ttnk" }
else
ParaChance = 40
Patrol = { "e1", "e2", "e1", "e1", "e4", "e4" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1", "e1" }
Vehicles = { "arty", "arty", "ftrk", "apc", "apc" }
Tank = { "ftrk", "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
Swarm = { "shok", "shok", "shok", "shok", "shok", "shok", "ttnk", "ttnk", "ttnk", "ttnk", "ttnk" }
end
Wave = 0
Waves =
{
{ delay = 500, units = { Infantry } },
{ delay = 750, units = { Patrol } },
{ delay = 750, units = { Infantry, Infantry, Vehicles }, },
{ delay = 500, units = { Patrol, Patrol } },
{ delay = 700, units = { Infantry, Infantry, Vehicles }, },
{ delay = 1500, units = { Infantry, Infantry, Infantry, Infantry } },
{ delay = 1500, units = { Infantry, Infantry, Infantry, Vehicles } },
{ delay = 1500, units = { Infantry, Infantry, Infantry, Infantry, Tank, Vehicles } },
{ delay = 1500, units = { Infantry, Infantry, Infantry, Infantry, Tank, Tank } },
{ delay = 1500, units = { Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, LongRange } },
{ delay = 1500, units = { Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, LongRange, Tank, LongRange } },
{ delay = 1500, units = { Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, LongRange, LongRange, Tank, Tank, Vehicles } },
{ delay = 1500, units = { Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, Boss } }
{ delay = 1500, units = { Infantry, Infantry, Patrol, Vehicles } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Tank, Vehicles } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Tank, Tank, Swarm } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, LongRange } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, LongRange, Tank, LongRange } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, Infantry, LongRange, LongRange, Tank, Tank, Vehicles } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, Boss, Swarm } }
}
-- Now do some adjustments to the waves
if Map.Difficulty == "Real tough guy" or Map.Difficulty == "Endless mode" then
Waves[8] = { delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry }, ironUnits = { LongRange } }
Waves[9] = { delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, Infantry, LongRange, LongRange, Vehicles, Tank }, ironUnits = { Tank } }
Waves[11] = { delay = 1500, units = { Vehicles, Infantry, Patrol, Patrol, Patrol, Infantry, LongRange, Tank, Boss, Infantry, Infantry, Patrol } }
end
SendUnits = function(entryCell, unitTypes, targetCell, extraData)
Reinforcements.Reinforce(soviets, unitTypes, { entryCell }, 40, function(a)
if not a.HasProperty("AttackMove") then
@@ -94,7 +140,14 @@ SendWave = function()
SendWave()
end
else
Trigger.AfterDelay(DateTime.Minutes(2), SovietsRetreating)
if Map.Difficulty == "Endless mode" then
Wave = 0
IncreaseDifficulty()
SendWave()
return
end
Trigger.AfterDelay(DateTime.Minutes(1), SovietsRetreating)
Media.DisplayMessage("You almost survived the onslaught! No more waves incoming.")
end
end)
@@ -108,6 +161,13 @@ SovietsRetreating = function()
end)
end
IncreaseDifficulty = function()
local additions = { Infantry, Patrol, Vehicles, Tank, LongRange, Boss, Swarm }
Utils.Do(Waves, function(wave)
wave.units[#wave.units + 1] = Utils.Random(additions)
end)
end
Tick = function()
if (Utils.RandomInteger(1, 200) == 10) then
local delay = Utils.RandomInteger(1, 10)

View File

@@ -30,6 +30,7 @@ Options:
StartingUnitsClass: none
ConfigurableStartingUnits: False
ShortGame: False
Difficulties: Hard (4P), Normal (3P), Easy (2P), Very Easy (1P), Real tough guy, Endless mode
Players:
PlayerReference@Neutral: