diff --git a/loc/PL/strings_db.lua b/loc/PL/strings_db.lua index 1e651cc0b6..9f451aa686 100644 --- a/loc/PL/strings_db.lua +++ b/loc/PL/strings_db.lua @@ -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" diff --git a/loc/TW/strings_db.lua b/loc/TW/strings_db.lua index 9b2c5964eb..c037fcea3f 100644 --- a/loc/TW/strings_db.lua +++ b/loc/TW/strings_db.lua @@ -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" diff --git a/loc/US/strings_db.lua b/loc/US/strings_db.lua index 21883d0d11..f59967593b 100644 --- a/loc/US/strings_db.lua +++ b/loc/US/strings_db.lua @@ -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." @@ -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." @@ -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." @@ -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." @@ -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" diff --git a/lua/shared/overcharge.lua b/lua/shared/overcharge.lua index 7a97cc0506..1ff218c6d7 100644 --- a/lua/shared/overcharge.lua +++ b/lua/shared/overcharge.lua @@ -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 \ No newline at end of file diff --git a/lua/sim/AdjacencyBuffs.lua b/lua/sim/AdjacencyBuffs.lua index 057a830917..b29331c68e 100644 --- a/lua/sim/AdjacencyBuffs.lua +++ b/lua/sim/AdjacencyBuffs.lua @@ -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}, diff --git a/lua/sim/DefaultProjectiles.lua b/lua/sim/DefaultProjectiles.lua index 82cde657a5..40b75126c5 100644 --- a/lua/sim/DefaultProjectiles.lua +++ b/lua/sim/DefaultProjectiles.lua @@ -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 diff --git a/lua/ui/help/tooltips.lua b/lua/ui/help/tooltips.lua index 6071cbbfd7..d3f1581795 100644 --- a/lua/ui/help/tooltips.lua +++ b/lua/ui/help/tooltips.lua @@ -89,7 +89,7 @@ Tooltips = { }, overcharge = { title = "Overcharge", - description = "Needs 5000 energy in storage to activate. Right click to toggle auto-fire", + description = "Needs 7500 energy in storage to activate. Right click to toggle auto-fire", keyID = "overcharge", }, transport = { diff --git a/units/UAB1105/UAB1105_unit.bp b/units/UAB1105/UAB1105_unit.bp index c8fc1b68a9..3f11fea917 100644 --- a/units/UAB1105/UAB1105_unit.bp +++ b/units/UAB1105/UAB1105_unit.bp @@ -102,7 +102,7 @@ UnitBlueprint { RebuildBonusIds = { 'uab1105', }, - StorageEnergy = 5000, + StorageEnergy = 10000, }, General = { Category = 'Economy', diff --git a/units/UAL0001/UAL0001_unit.bp b/units/UAL0001/UAL0001_unit.bp index 75c6337cae..15f8e6ae20 100644 --- a/units/UAL0001/UAL0001_unit.bp +++ b/units/UAL0001/UAL0001_unit.bp @@ -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', @@ -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', diff --git a/units/UEB1105/UEB1105_unit.bp b/units/UEB1105/UEB1105_unit.bp index e270fdd7ca..a97527fcef 100644 --- a/units/UEB1105/UEB1105_unit.bp +++ b/units/UEB1105/UEB1105_unit.bp @@ -102,7 +102,7 @@ UnitBlueprint { RebuildBonusIds = { 'ueb1105', }, - StorageEnergy = 5000, + StorageEnergy = 10000, }, General = { Category = 'Economy', diff --git a/units/UEL0001/UEL0001_unit.bp b/units/UEL0001/UEL0001_unit.bp index ecc92e1eb4..76bd914816 100644 --- a/units/UEL0001/UEL0001_unit.bp +++ b/units/UEL0001/UEL0001_unit.bp @@ -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', @@ -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', diff --git a/units/URB1105/URB1105_unit.bp b/units/URB1105/URB1105_unit.bp index 10118a03fe..16cdd378ad 100644 --- a/units/URB1105/URB1105_unit.bp +++ b/units/URB1105/URB1105_unit.bp @@ -119,7 +119,7 @@ UnitBlueprint { RebuildBonusIds = { 'urb1105', }, - StorageEnergy = 5000, + StorageEnergy = 10000, }, General = { Category = 'Economy', diff --git a/units/URL0001/URL0001_unit.bp b/units/URL0001/URL0001_unit.bp index 7ba88b1864..6c21d1a80a 100644 --- a/units/URL0001/URL0001_unit.bp +++ b/units/URL0001/URL0001_unit.bp @@ -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', @@ -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', diff --git a/units/XSB1105/XSB1105_unit.bp b/units/XSB1105/XSB1105_unit.bp index 3ad1f32469..5654644e7d 100644 --- a/units/XSB1105/XSB1105_unit.bp +++ b/units/XSB1105/XSB1105_unit.bp @@ -110,7 +110,7 @@ UnitBlueprint { RebuildBonusIds = { 'xsb1105', }, - StorageEnergy = 5000, + StorageEnergy = 10000, }, General = { Category = 'Economy', diff --git a/units/XSL0001/XSL0001_unit.bp b/units/XSL0001/XSL0001_unit.bp index 8b193b08f1..fb30e6a4c5 100644 --- a/units/XSL0001/XSL0001_unit.bp +++ b/units/XSL0001/XSL0001_unit.bp @@ -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', @@ -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',