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Oc nerf & e storage buff (FAForever#5025)
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* OC Nerf and E Storage Change

OC ratio 4 ->6
e storage per storage 5000->10000
e storage adjacency doubled

* Removed Log Statement
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Term-AZ authored Jun 9, 2023
1 parent e7231ae commit 01918e0
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Showing 15 changed files with 36 additions and 34 deletions.
2 changes: 1 addition & 1 deletion loc/PL/strings_db.lua
Original file line number Diff line number Diff line change
Expand Up @@ -5993,7 +5993,7 @@ tooltipui0013="Prawy przycisk myszy uruchamia automatyczne budowanie."
tooltipui0014="Budowanie pocisków nuklearnych"
tooltipui0015="Prawy przycisk myszy uruchamia automatyczne budowanie."
tooltipui0016="Przeciążenie"
tooltipui0017="Needs 5000 energy in storage to activate. Right click to toggle auto-fire"
tooltipui0017="Needs 7500 energy in storage to activate. Right click to toggle auto-fire"
tooltipui0018="Transport"
tooltipui0020="Odpal pocisk nuklearny"
tooltipui0022="Odpal"
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2 changes: 1 addition & 1 deletion loc/TW/strings_db.lua
Original file line number Diff line number Diff line change
Expand Up @@ -6083,7 +6083,7 @@ tooltipui0013="按滑鼠右鍵以自動建造。"
tooltipui0014="建造戰術飛彈"
tooltipui0015="按滑鼠右鍵以自動建造。"
tooltipui0016="超充能"
tooltipui0017="Needs 5000 energy in storage to activate. Right click to toggle auto-fire"
tooltipui0017="Needs 7500 energy in storage to activate. Right click to toggle auto-fire"
tooltipui0018="運輸"
tooltipui0020="發射戰略飛彈"
tooltipui0022="發射飛彈"
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10 changes: 5 additions & 5 deletions loc/US/strings_db.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1532,7 +1532,7 @@ Unit_Description_0105="Long range Radar system with shorter range omni Sensor. R
-- UEF -- Economy Buildings
Unit_Description_0088="Generates 20 energy per second. Construct next to other energy consuming structures for adjacency bonus."
Unit_Description_0089="Generates 100 energy per second. Must be constructed on hydrocarbon deposits. Construct structures next to Hydrocarbon Power Plant for adjacency bonus."
Unit_Description_0090="Provides 5000 energy storage. Construct next to power generators for adjacency bonus. Required to enable ACU Overcharge ability."
Unit_Description_0090="Provides 10000 energy storage. Construct next to power generators for adjacency bonus. Required to enable ACU Overcharge ability."
Unit_Description_0091="Extracts 2 mass per second. Must be constructed on mass deposits. Construct structures next to mass extractor for adjacency bonus. Can be upgraded."
Unit_Description_0092="Creates 1 mass per second using 100 energy per second. Construct next to other energy consuming structures for adjacency bonus."
Unit_Description_0093="Provides 500 mass storage. Construct next to extractors or fabricators for adjacency bonus."
Expand Down Expand Up @@ -1698,7 +1698,7 @@ Unit_Description_0206="Generates 100 energy per second. Must be constructed on h
Unit_Description_0207="Extracts 2 mass per second. Must be constructed on mass deposits. Construct structures next to mass extractor for adjacency bonus. Can be upgraded."
Unit_Description_0208="Creates 1 mass per second using 100 energy per second. Construct next to other energy consuming structures for adjacency bonus."
Unit_Description_0209="Provides 500 mass storage. Construct next to extractors or fabricators for adjacency bonus."
Unit_Description_0210="Provides 5000 energy storage. Construct next to power generators for adjacency bonus. Required to enable ACU Overcharge ability."
Unit_Description_0210="Provides 10000 energy storage. Construct next to power generators for adjacency bonus. Required to enable ACU Overcharge ability."
Unit_Description_0211="Generates 500 Energy per second. Construct next to other structures for adjacency bonus."
Unit_Description_0212="Extracts 6 mass per second. Must be constructed on mass deposits. Construct structures next to mass extractor for adjacency bonus. Can be upgraded."
Unit_Description_0213="Generates 2500 energy per second. Construct next to other energy consuming structures for adjacency bonus."
Expand Down Expand Up @@ -1852,7 +1852,7 @@ Unit_Description_0335="For a fixed energy cost, reveals a small area at any loca
-- AEON -- Economy Structures
Unit_Description_0285="Generates 20 energy per second. Construct next to other energy consuming structures for adjacency bonus."
Unit_Description_0286="Generates 100 energy per second. Must be constructed on hydrocarbon deposits. Construct structures next to Hydrocarbon Power Plant for adjacency bonus."
Unit_Description_0287="Provides 5000 energy storage. Construct next to power generators for adjacency bonus. Required to enable ACU Overcharge ability."
Unit_Description_0287="Provides 10000 energy storage. Construct next to power generators for adjacency bonus. Required to enable ACU Overcharge ability."
Unit_Description_0288="Extracts 2 mass per second. Must be constructed on mass deposits. Construct structures next to mass extractor for adjacency bonus. Can be upgraded."
Unit_Description_0289="Creates 1 mass per second using 100 energy per second. Construct next to other energy consuming structures for adjacency bonus."
Unit_Description_0290="Provides 500 mass storage. Construct next to extractors or fabricators for adjacency bonus."
Expand Down Expand Up @@ -1996,7 +1996,7 @@ Unit_Description_0416="Long range Radar system with shorter range omni Sensor. R
-- SERAPHIM -- Economy Structures
Unit_Description_0400="Generates 20 energy per second. Construct next to other energy consuming structures for adjacency bonus."
Unit_Description_0401="Generates 100 energy per second. Must be constructed on hydrocarbon deposits. Construct structures next to Hydrocarbon Power Plant for adjacency bonus."
Unit_Description_0402="Provides 5000 energy storage. Construct next to power generators for adjacency bonus. Required to enable ACU Overcharge ability."
Unit_Description_0402="Provides 10000 energy storage. Construct next to power generators for adjacency bonus. Required to enable ACU Overcharge ability."
Unit_Description_0403="Extracts 2 mass per second. Must be constructed on mass deposits. Construct structures next to mass extractor for adjacency bonus. Can be upgraded."
Unit_Description_0404="Creates 1 mass per second using 100 energy per second. Construct next to other energy consuming structures for adjacency bonus."
Unit_Description_0405="Provides 500 mass storage. Construct next to extractors or fabricators for adjacency bonus."
Expand Down Expand Up @@ -5318,7 +5318,7 @@ tooltipui0013="Right-click to toggle Auto-Build"
tooltipui0014="Build Strategic Missile"
tooltipui0015="Right-click to toggle Auto-Build"
tooltipui0016="Overcharge"
tooltipui0017="Needs 5000 energy in storage to activate. Right click to toggle auto-fire."
tooltipui0017="Needs 7500 energy in storage to activate. Right click to toggle auto-fire."
tooltipui0018="Transport"
tooltipui0020="Launch Strategic Missile"
tooltipui0022="Launch Missile"
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6 changes: 4 additions & 2 deletions lua/shared/overcharge.lua
Original file line number Diff line number Diff line change
Expand Up @@ -4,11 +4,13 @@
-- - sim / ui proof: they should work for both sim code and ui code.

--- Formula to compute the damage of an overcharge.
local energyRatio = 6

EnergyAsDamage = function(energy)
return 0.25 * energy
return ((1/energyRatio) * energy)
end

--- Formula to compute the energy drain of an overcharge.
DamageAsEnergy = function(damage)
return 4 * damage
return energyRatio * damage
end
2 changes: 1 addition & 1 deletion lua/sim/AdjacencyBuffs.lua
Original file line number Diff line number Diff line change
Expand Up @@ -236,7 +236,7 @@ local adj = { -- SIZE4 SIZE8 SIZE12 SIZE16 SIZE20
MassActive= {-0.2, -0.2, -0.125, -0.2, -0.0375},
},
T1EnergyStorage={
EnergyProduction= {0.125, 0.0625, 0.041667, 0.03125, 0.025},
EnergyProduction= {0.25, 0.125, 0.083334, 0.0625, 0.05},
},
T1MassStorage={
MassProduction= {0.125, 0.0625, 0.03, 0.03125, 0.025},
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6 changes: 3 additions & 3 deletions lua/sim/DefaultProjectiles.lua
Original file line number Diff line number Diff line change
Expand Up @@ -651,14 +651,14 @@ OverchargeProjectile = ClassSimple {
damage = math.min(damage, idealDamage)
damage = math.max(data.minDamage, damage)
-- prevents radars blinks if there is less than 5k e in storage when OC hits the target
if energyAvailable < 5000 then
if energyAvailable < 7500 then
damage = energyLimitDamage
end
end
end

-- Turn the final damage into energy
local drain = self:DamageAsEnergy(damage)


self.DamageData.DamageAmount = damage

if drain > 0 then
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2 changes: 1 addition & 1 deletion lua/ui/help/tooltips.lua
Original file line number Diff line number Diff line change
Expand Up @@ -89,7 +89,7 @@ Tooltips = {
},
overcharge = {
title = "<LOC tooltipui0016>Overcharge",
description = "<LOC tooltipui0017>Needs 5000 energy in storage to activate. Right click to toggle auto-fire",
description = "<LOC tooltipui0017>Needs 7500 energy in storage to activate. Right click to toggle auto-fire",
keyID = "overcharge",
},
transport = {
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2 changes: 1 addition & 1 deletion units/UAB1105/UAB1105_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -102,7 +102,7 @@ UnitBlueprint {
RebuildBonusIds = {
'uab1105',
},
StorageEnergy = 5000,
StorageEnergy = 10000,
},
General = {
Category = 'Economy',
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8 changes: 4 additions & 4 deletions units/UAL0001/UAL0001_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -995,8 +995,8 @@ UnitBlueprint {
DamageType = 'Overcharge',
DisplayName = 'Overcharge Cannon',
EnergyChargeForFirstShot = false,
EnergyDrainPerSecond = 5000,
EnergyRequired = 5000, -- Amount required to fire, use the Overcharge section to change consumption
EnergyDrainPerSecond = 7500,
EnergyRequired = 7500, -- Amount required to fire, use the Overcharge section to change consumption
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Seabed = 'Land|Water|Seabed',
Expand Down Expand Up @@ -1082,8 +1082,8 @@ UnitBlueprint {
DamageType = 'Overcharge',
DisplayName = 'AutoOvercharge Cannon',
EnergyChargeForFirstShot = false,
EnergyDrainPerSecond = 5000,
EnergyRequired = 5000, -- Amount required to fire, use the Overcharge section to change consumption
EnergyDrainPerSecond = 7500,
EnergyRequired = 7500, -- Amount required to fire, use the Overcharge section to change consumption
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Seabed = 'Land|Water|Seabed',
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2 changes: 1 addition & 1 deletion units/UEB1105/UEB1105_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -102,7 +102,7 @@ UnitBlueprint {
RebuildBonusIds = {
'ueb1105',
},
StorageEnergy = 5000,
StorageEnergy = 10000,
},
General = {
Category = 'Economy',
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8 changes: 4 additions & 4 deletions units/UEL0001/UEL0001_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -1029,8 +1029,8 @@ UnitBlueprint {
DamageType = 'Overcharge',
DisplayName = 'Overcharge Cannon',
EnergyChargeForFirstShot = false,
EnergyDrainPerSecond = 5000,
EnergyRequired = 5000, -- Amount required to fire, use the Overcharge section to change consumption
EnergyDrainPerSecond = 7500,
EnergyRequired = 7500, -- Amount required to fire, use the Overcharge section to change consumption
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Seabed = 'Land|Water|Seabed',
Expand Down Expand Up @@ -1116,8 +1116,8 @@ UnitBlueprint {
DamageType = 'Overcharge',
DisplayName = 'AutoOvercharge Cannon',
EnergyChargeForFirstShot = false,
EnergyDrainPerSecond = 5000,
EnergyRequired = 5000, -- Amount required to fire, use the Overcharge section to change consumption
EnergyDrainPerSecond = 7500,
EnergyRequired = 7500, -- Amount required to fire, use the Overcharge section to change consumption
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Seabed = 'Land|Water|Seabed',
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2 changes: 1 addition & 1 deletion units/URB1105/URB1105_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -119,7 +119,7 @@ UnitBlueprint {
RebuildBonusIds = {
'urb1105',
},
StorageEnergy = 5000,
StorageEnergy = 10000,
},
General = {
Category = 'Economy',
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8 changes: 4 additions & 4 deletions units/URL0001/URL0001_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -908,8 +908,8 @@ UnitBlueprint {
DamageType = 'Overcharge',
DisplayName = 'Overcharge Cannon',
EnergyChargeForFirstShot = false,
EnergyDrainPerSecond = 5000,
EnergyRequired = 5000, -- Amount required to fire, use the Overcharge section to change consumption
EnergyDrainPerSecond = 7500,
EnergyRequired = 7500, -- Amount required to fire, use the Overcharge section to change consumption
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Seabed = 'Land|Water|Seabed',
Expand Down Expand Up @@ -996,8 +996,8 @@ UnitBlueprint {
DamageType = 'Overcharge',
DisplayName = 'AutoOvercharge Cannon',
EnergyChargeForFirstShot = false,
EnergyDrainPerSecond = 5000,
EnergyRequired = 5000, -- Amount required to fire, use the Overcharge section to change consumption
EnergyDrainPerSecond = 7500,
EnergyRequired = 7500, -- Amount required to fire, use the Overcharge section to change consumption
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Seabed = 'Land|Water|Seabed',
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2 changes: 1 addition & 1 deletion units/XSB1105/XSB1105_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -110,7 +110,7 @@ UnitBlueprint {
RebuildBonusIds = {
'xsb1105',
},
StorageEnergy = 5000,
StorageEnergy = 10000,
},
General = {
Category = 'Economy',
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8 changes: 4 additions & 4 deletions units/XSL0001/XSL0001_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -993,8 +993,8 @@ UnitBlueprint {
DamageType = 'Overcharge',
DisplayName = 'Overcharge Cannon',
EnergyChargeForFirstShot = false,
EnergyDrainPerSecond = 5000,
EnergyRequired = 5000, -- Amount required to fire, use the Overcharge section to change consumption
EnergyDrainPerSecond = 7500,
EnergyRequired = 7500, -- Amount required to fire, use the Overcharge section to change consumption
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Seabed = 'Land|Water|Seabed',
Expand Down Expand Up @@ -1081,8 +1081,8 @@ UnitBlueprint {
DamageType = 'Overcharge',
DisplayName = 'AutoOvercharge Cannon',
EnergyChargeForFirstShot = false,
EnergyDrainPerSecond = 5000,
EnergyRequired = 5000, -- Amount required to fire, use the Overcharge section to change consumption
EnergyDrainPerSecond = 7500,
EnergyRequired = 7500, -- Amount required to fire, use the Overcharge section to change consumption
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Seabed = 'Land|Water|Seabed',
Expand Down

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