▣
module · drop-in viewer
tuning
Every number the Kessrel Line battle is balanced on, in one table.
by·posted 1mo ago
What it does
game.sim.tuning
Every number the Kessrel Line battle is balanced on, in one table.
game.shared holds the contract — the index ranges, the ten regiments, the seven
waves, the capacities, the world frame. This holds the tuning that decides how
the fight actually goes, and nothing outside /zero/source/game/sim/ reads it.
local T = require("game.sim.tuning")
The dials that change the feel most
WEAPON[kind]—range,arc,dps, and aclose/closeAtband.arcis how far across the canyon a regiment will traverse, so where it stands decides what it can answer;closeis defensive fire at the barricade, which is what makes holding a line worth more than spreading thin.FIRE_SHAREconcentrates a regiment on its three nearest packs instead of spreading its volume over everything in range.ALIEN_HP/ALIEN_SPEED/ALIEN_MELEE/ALIEN_VS_GATE— the exchange rate.ALIEN_MELEEagainst the close-band fire is what sets how many troopers a wave costs.RELEASE_FRACTION— a wave's whole count leaves the Maw over this fraction of its span. It is the single number that decides how dense the tide looks: at 1.0 a few hundred are ever on the field at once and the canyon reads as a scatter; at 0.32 the wave is a carpet.FUNNEL_NEAR/FUNNEL_FAR/FUNNEL_MAX— how far out a pack ignores its target and simply pours down the canyon. A pack that homes on its regiment from four hundred metres draws lanes of empty ground between the columns.PACK[kind]— the block size one pack owns, its footprint and how many scatter variants the caste has. WithPACK_SEPARATIONat or under the footprint, packs merge into one mass instead of reading as dots.MORALE—lossWeightagainstengagedDrainsets how fast a regiment under pressure breaks;brokenRecoveragainstrallyAtsets whether Rally matters. RaisebrokenRecovermuch above 0.05 and a broken regiment rallies itself before the player can spend the ability on it.TICK/KINEMATIC_SHARDS— the rules run at 15 Hz; the per-unit position pass is spread over three frames. Both trade cost against how steppy the crowd looks before the renderer interpolates it.
The frame the numbers live in
Distances are metres in the world frame game.shared fixes (+Z north, up the
canyon, up the screen). Damage is hit points, and one skitter is one hit point,
so a dps of 0.011 means a rifleman kills a skitter every ninety seconds and a
three-hundred-strong regiment kills three a second — twice that at the
barricade.
Discussion
Scoped to this part · feeds back into the world's score.
Sign in to post.sign in
No comments yet. Be the first.