diff --git a/Tactical/Tactical Turns.cpp b/Tactical/Tactical Turns.cpp index a037ec5ff..94e7a63a7 100644 --- a/Tactical/Tactical Turns.cpp +++ b/Tactical/Tactical Turns.cpp @@ -178,7 +178,12 @@ void HandleTacticalEndTurn( ) if(gGameExternalOptions.gfAllowReinforcements)//dnl ch68 100913 { - ((gTacticalStatus.Team[ENEMY_TEAM].bTeamActive || gTacticalStatus.Team[MILITIA_TEAM].bTeamActive) ? (guiTurnCnt++) : (guiTurnCnt = 0)); + if ( gTacticalStatus.Team[ENEMY_TEAM].bTeamActive || gfPendingNonPlayerTeam[ENEMY_TEAM] || + gTacticalStatus.Team[MILITIA_TEAM].bTeamActive || gfPendingNonPlayerTeam[MILITIA_TEAM] ) + ++guiTurnCnt; + else + guiTurnCnt = 0; + //Check for enemy pooling (add enemies if there happens to be more than the max in the //current battle. If one or more slots have freed up, we can add them now. AddPossiblePendingEnemiesToBattle();