Mr.YaR wrote:- Biters flank nicely, retreat somehow, impress us sometimes - but they seem to "aggro"(player or base) only at close range from their base - could you create a setting to adjust "aggro" distance(radius?) further??? Or inform where in the code this could be changed/augmented? (maybe a setting already exists - but we missed it)
Reducing the starting chunk attack threshold will cause the biters to be more sensitive to players and player bases.
Reducing Player score contribution threshold will cause the player to have more of an aggro'ing effect on biters.
One thing to keep in mind is that unless the pollution cloud or the players pheromone cloud cover nests, attack squads will not form.
The starting and ending chunk scoring let you configure the aggregate score threshold of pollution, player, and base which when the threshold is passed allows the chunk, if a nest exists on it, to spawn an attack squad. The starting and ending score correspond to the bounds of the aggregate score threshold between 0 evolution and 100% evolution.
The player score contribution threshold changes when the players pheromone cloud contributes to the start and ending attack threshold. Currently the players pheromone cloud at a distance of about 4 chunks from the player is roughly 4 pheromone points with the highest point being the player at 50 pheromone points. (multiple players in the same area stack)
So until the players pheromone points reaches the player score contribution threshold it is actually worth zero towards the chunk attack threshold.
starting threshold = 15 (default is 20)
ending threshold = 0 (default is 0)
evolution factor = 25%
aggregrate score threshold = 11.25
let me know if those do enough for you, otherwise we can talk further.
Mr.YaR wrote:- Default biters seem a bit weak, what could be done to make them stronger? (No liking bob balance and natural evolution caused us troubles in multiplayer strangely)
I'm thinking about editing their HP (simply multiplying it by something like *2 for high HP biters and *3 for low HP)
I agree and what you have mentioned would work.
I have tried to hold off on making unit stat and ability changes because I don't like how nests blanket the planet, so when I change the way the nests are built and generated I will fix the units accordingly.
Mr.YaR wrote:- Rampant projectiles (those biters use) work well(mechanics) - how are they done?
Is it a set of default ingame settings or is it additionnal code?
The basis of the projectiles are the flamethrower with very short bursts and long delay.
They are code that I wrote for the mod and not included in the vanilla game.