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Before you have Bloodlust, any setting for Better AutoFight (including off) will send out the next group of Trimps to fight immediately, even if it would lead to having zero breeding Trimps. Depending on whether Trap Trimps is true or false, this either means AT will be stuck in a perpetual loop of trapping and killing a Trimp while not making useful progress (science, huts, equipment) OR battle will never occur. To get past this, you have to turn off AT after you research Battle until you research Bloodlust.
This happens because, in fight.js:
else if (BAFsetting==0 && !game.global.autoBattle && game.global.soldierHealth == 0) betterAutoFight();
And BAF will automatically start fights under these circumstances:
var lowLevelFight = game.resources.trimps.maxSoldiers < breeding * 0.5 && breeding > game.resources.trimps.realMax() * 0.1 && game.global.world < 5;
//Manually fight instead of using builtin auto-fight
if (!game.global.fighting) {
if (newSquadRdy || game.global.soldierHealth > 0 || lowLevelFight || game.global.challengeActive == 'Watch') {
fightManual();
}
This rule is too broad. I understand it exists because you can have absurd amounts of breeding in the awkward runs, but breeding is so much more effective than the 1 trimp at a time you're sending out that there's no point in waiting. I'm not sure specifically how it should be changed, but a crude 'helium > 100' check fixes it, since it's only the first two runs that really have this problem, after you have points in bait, power and toughness you can fight as much as you want on Z1 with no real issues.
Savefile that has enough helium for the heuristic to not get in the way of progress, and researches Bloodlust without getting perpetually sidetracked: https://pastebin.com/GF0gPHNi
This change will also need to be applied to forks like Sliver's.
The text was updated successfully, but these errors were encountered:
Before you have Bloodlust, any setting for Better AutoFight (including off) will send out the next group of Trimps to fight immediately, even if it would lead to having zero breeding Trimps. Depending on whether Trap Trimps is true or false, this either means AT will be stuck in a perpetual loop of trapping and killing a Trimp while not making useful progress (science, huts, equipment) OR battle will never occur. To get past this, you have to turn off AT after you research Battle until you research Bloodlust.
This happens because, in fight.js:
And BAF will automatically start fights under these circumstances:
This rule is too broad. I understand it exists because you can have absurd amounts of breeding in the awkward runs, but breeding is so much more effective than the 1 trimp at a time you're sending out that there's no point in waiting. I'm not sure specifically how it should be changed, but a crude 'helium > 100' check fixes it, since it's only the first two runs that really have this problem, after you have points in bait, power and toughness you can fight as much as you want on Z1 with no real issues.
Savefile at the moment of getting Battle: https://pastebin.com/Luskj2um
Savefile that has enough helium for the heuristic to not get in the way of progress, and researches Bloodlust without getting perpetually sidetracked: https://pastebin.com/GF0gPHNi
This change will also need to be applied to forks like Sliver's.
The text was updated successfully, but these errors were encountered: