Even out player and opfor income rules.

Should help fix the anemic enemy forces after the first few turns.
This commit is contained in:
Dan Albert 2020-12-26 14:35:57 -08:00
parent 8be2841bdf
commit e861e5b3d6
3 changed files with 3 additions and 5 deletions

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@ -12,6 +12,7 @@ Saves from 2.3 are not compatible with 2.4.
* **[Campaign AI]** Reserve aircraft will be ordered if needed to prioritize next turn's CAP/CAS over offensive missions.
* **[Mission Generator]** Multiple groups are created for complex SAM sites (SAMs with additional point defense or SHORADS), improving Skynet behavior.
* **[Skynet]** Point defenses are now configured to remain on to protect the site they accompany.
* **[Balance]** Opfor now gains income using the same rules as the player, significantly increasing their income relative to the player for most campaigns.
# 2.3.3

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@ -1171,9 +1171,6 @@ REWARDS = {
"derrick": 8
}
# Base post-turn bonus value
PLAYER_BUDGET_BASE = 20
CARRIER_CAPABLE = [
FA_18C_hornet,
F_14A_135_GR,

View File

@ -3,7 +3,7 @@ from __future__ import annotations
from dataclasses import dataclass
from typing import TYPE_CHECKING
from game.db import PLAYER_BUDGET_BASE, REWARDS
from game.db import REWARDS
from game.theater import ControlPoint
if TYPE_CHECKING:
@ -37,7 +37,7 @@ class Income:
self.control_points = []
self.buildings = []
self.income_per_base = PLAYER_BUDGET_BASE if player else 0
self.income_per_base = 20
names = set()
for cp in game.theater.control_points_for(player):